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  0.322 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)
Skipping to mainmenu
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 1.360960 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 825 unused Assets to reduce memory usage. Loaded Objects now: 1662.
Total: 12.066240 ms (FindLiveObjects: 0.061440 ms CreateObjectMapping: 0.044480 ms MarkObjects: 0.666560 ms  DeleteObjects: 10.992960 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)

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)

Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\System.Core.dll (this message is harmless)
UnloadTime: 1.477760 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 6519.
Total: 3.494080 ms (FindLiveObjects: 0.190720 ms CreateObjectMapping: 0.049600 ms MarkObjects: 2.819200 ms  DeleteObjects: 0.150400 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 987, 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 3: WeatherForecast[ Clouds closed Wind storm Rain none, Temp -17 - -8 = uwsValue 3 ]
 
(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)

Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass
UnloadTime: 0.188800 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 232 unused Assets to reduce memory usage. Loaded Objects now: 10479.
Total: 13.205120 ms (FindLiveObjects: 0.387840 ms CreateObjectMapping: 0.147520 ms MarkObjects: 12.016960 ms  DeleteObjects: 0.196160 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 chestClicked( 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)

Calling returnfunc chestOpened( 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)

Calling returnfunc chestClicked( 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)

Calling returnfunc chestOpened( 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)

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: 5.818240 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: 9532.
Total: 16.663679 ms (FindLiveObjects: 0.371520 ms CreateObjectMapping: 0.146240 ms MarkObjects: 12.646400 ms  DeleteObjects: 3.213440 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 1.5 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: 469.7046

 
(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 65.06935, cspeed 1.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: hyg1-hyg2
Script:startDialogue("reise_HyggeligRoad_EventB_Dungeon");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventB_Dungeon_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 17
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventB_Dungeon_hl [17]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventB_Dungeon_hl[17] 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: 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 71.64662, cspeed 1.5
 
(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)

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 85.07947, cspeed 1.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: hyg1-hyg2
Script:startDialogue("reise_HyggeligRoad_EventC");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_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 23
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [23]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[23] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Calling returnfunc processtext( 0, Nach fünf Stunden seid ihr der Verzweiflung nahe. Ihr habt euch hoffnungslos verlaufen, und erste Schuldzuweisungen werden genervt ausgetauscht. {0} ritzt in Kusliker Zeichen die hoffnungsfrohe und lebensbejahende Botschaft "Wanderer, wenn du dies liest, lass alle Hoffnung fahren!" in einen Baum, ehe ihr umkehrt. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Nach fünf Stunden seid ihr der Verzweiflung nahe. Ihr habt euch hoffnungslos verlaufen, und erste Schuldzuweisungen werden genervt ausgetauscht. Tim ritzt in Kusliker Zeichen die hoffnungsfrohe und lebensbejahende Botschaft "Wanderer, wenn du dies liest, lass alle Hoffnung fahren!" in einen Baum, ehe ihr umkehrt.
 
(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 reise_HyggeligRoad_EventC_hl[4] dlgResponse 0 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Ihr seid bereits eine ganze Weile zurückgewandert, da horcht {0} plötzlich auf! "Psst, seid mal alle ganz still - ich hab was gehört." Ihr lauscht. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Ihr seid bereits eine ganze Weile zurückgewandert, da horcht Fireno plötzlich auf! "Psst, seid mal alle ganz still - ich hab was gehört." Ihr lauscht.
 
(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)

Weatherforecast for 470.0007 season 3 area general: WeatherForecast[ Clouds closed Wind storm Rain none, Temp -17 - -8 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect healattempt, started at 469.6725, duration 0.3333333, current time 470.0063, so 470.0059 < 470.0063
 
(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)

Dialog reise_HyggeligRoad_EventC_hl[5] dlgResponse 0 = 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [6]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[6] dlgResponse 0 = 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [7]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Es dauert nicht lange, da stoßt ihr auf einen sehr schmalen Pfad. "So lange, wie wir schon unterwegs sind, müssen wir auf jeden Fall rechts entlang, in der anderen Richtung sollte eigentlich der Bodir liegen", meint {0}.  Wollt ihr )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Es dauert nicht lange, da stoßt ihr auf einen sehr schmalen Pfad. "So lange, wie wir schon unterwegs sind, müssen wir auf jeden Fall rechts entlang, in der anderen Richtung sollte eigentlich der Bodir liegen", meint Fireno.  Wollt ihr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1, reise_HyggeligRoad_EventC_7_r1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_7_r1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 2, reise_HyggeligRoad_EventC_7_r2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_7_r2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[7] dlgResponse 0 = 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [8]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Das Rauschen wird deutlich lauter. Irgendwo links von euch muss der Fluss ganz in der Nähe sein. Der Pfad ist zwar jetzt etwas breiter, aber der Boden wird morastig und jeder Schritt fällt euch schwer. "Wir finden hier nie raus! Nie! Ich hätte im Bordell doch noch meine letzten Dukaten..." {0} bricht den begonnen Satz ab, als sich alle Köpfe ruckartig zu ihm drehen.  Wollt ihr )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Das Rauschen wird deutlich lauter. Irgendwo links von euch muss der Fluss ganz in der Nähe sein. Der Pfad ist zwar jetzt etwas breiter, aber der Boden wird morastig und jeder Schritt fällt euch schwer. "Wir finden hier nie raus! Nie! Ich hätte im Bordell doch noch meine letzten Dukaten..." Ilgar bricht den begonnen Satz ab, als sich alle Köpfe ruckartig zu ihm drehen.  Wollt ihr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1, reise_HyggeligRoad_EventC_8_r1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_8_r1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 2, reise_HyggeligRoad_EventC_8_r2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_8_r2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[8] dlgResponse 0 = 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [9]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Das Rauschen wird lauter - ihr nähert euch dem Fluss. Beim Gehen sackt ihr bis zu den Knöcheln ein. {0} schmunzelt: "Kennt ihr eigentlich den Witz: Ein Elf, ein Moha und ein Zwerg gehen in die Taverne und bestellen eine gegrillte Sumpfranze. Der Wirt dreht sich... AHHH!" {0} schreit auf, als er bis zu den Knien im Morast versinkt. Ihr eilt zu Hilfe. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Das Rauschen wird lauter - ihr nähert euch dem Fluss. Beim Gehen sackt ihr bis zu den Knöcheln ein. Frija schmunzelt: "Kennt ihr eigentlich den Witz: Ein Elf, ein Moha und ein Zwerg gehen in die Taverne und bestellen eine gegrillte Sumpfranze. Der Wirt dreht sich... AHHH!" Frija schreit auf, als er bis zu den Knien im Morast versinkt. Ihr eilt zu Hilfe.
 
(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 reise_HyggeligRoad_EventC_hl[9] dlgResponse 0 = 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [10]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Nur mit großer Mühe könnt ihr {0} wieder aus dem Schlamm befreien. Offenbar hat er vor lauter Schreck vergessen, den Witz fertig zu erzählen. Aber euch ist ohnehin nicht zum Lachen zumute: Um sicher weiter zu kommen, müsstet ihr umkehren und einen Bogen um das Sumpfgebiet schlagen.  Wollt ihr )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Nur mit großer Mühe könnt ihr Frija wieder aus dem Schlamm befreien. Offenbar hat er vor lauter Schreck vergessen, den Witz fertig zu erzählen. Aber euch ist ohnehin nicht zum Lachen zumute: Um sicher weiter zu kommen, müsstet ihr umkehren und einen Bogen um das Sumpfgebiet schlagen.  Wollt ihr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1, reise_HyggeligRoad_EventC_10_r1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_10_r1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 2, reise_HyggeligRoad_EventC_10_r2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value reise_HyggeligRoad_EventC_10_r2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[10] dlgResponse 1 = 12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [12]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[12] dlgResponse 0 = 13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [13]
 
(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 15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventC_hl [15]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventC_hl[15] 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: Doing Random Check
 
(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: 470.2664

 
(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 98.03552, cspeed 0.7499999
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

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

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

Executing reise_FromHyggeligRoad_PhexSkel_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 skelelle-phexcaer-pampa, distance 151, expected speed 0.1875 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_PhexSkel_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)

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

Journey stopped, event, perc 50, cspeed 0.1875
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: skelelle-phexcaer-pampa
Script:startDialogue("reise_dungeon_OrcCave");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Dialog reise_dungeon_OrcCave_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_OrcCave_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_dungeon_OrcCave_hl[3] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass
UnloadTime: 0.280960 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)

Unloading 19 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 412 unused Assets to reduce memory usage. Loaded Objects now: 9581.
Total: 18.819201 ms (FindLiveObjects: 0.421440 ms CreateObjectMapping: 0.154240 ms MarkObjects: 12.278400 ms  DeleteObjects: 5.537280 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 locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/Höhle nahe Burgruine.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_f1081 )
 
(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 f1081 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)

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)

[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: 

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

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass speere
 
(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 Ork 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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state none following path from (7/9) 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 (3/1) cost is 13
Calculating cost to destination (4/0) cost is 13
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (1/2) cost is 14
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (2/3) cost is 12
found 8 valid attack positions, closest at (5/1) (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 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(2/2) / Dist7 / Targetid1: 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)

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

Character Ork in state current following path from (3/2) to (7/4), 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 (10/7) cost is 13
Calculating cost to destination (11/8) cost is 15
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (11/9) cost is 16
Calculating cost to destination (10/10) cost is 18
Calculating cost to destination (7/10) cost is 13
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (8/11) cost is 15
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (10/10) cost is 18
Calculating cost to destination (9/11) cost is 16
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (8/5) cost is 9
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (9/9) cost is 14
found 18 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 Ork 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 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 (9/9) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (3/1) cost is 15
Calculating cost to destination (4/0) cost is 15
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (4/2) cost is 13
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (8/4) cost is 7
found 7 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 Fireno 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 (4/2) to (6/5), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (11/8) cost is 14
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (8/5) cost is 8
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/10) cost is 12
Calculating cost to destination (8/9) cost is 12
Calculating cost to destination (8/11) cost is 14
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (10/10) cost is 15
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (8/5) cost is 8
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (9/9) cost is 13
found 19 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 Ork 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 (8/9) 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 8
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (7/3) cost is 10
Calculating cost to destination (8/4) cost is 8
found 6 valid attack positions, closest at (6/6) (dist: 6), moving --- done

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

AILog: Starting to Think for Ork 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)

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 (10/7) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 10
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (7/3) cost is 8
Calculating cost to destination (8/4) cost is 6
found 6 valid attack positions, closest at (8/4) (dist: 6), moving --- done

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

AILog: Starting to Think for Frija 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 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 (8/9) 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 (5/5) cost is 9
Calculating cost to destination (6/4) cost is 11
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (6/4) cost is 11
Calculating cost to destination (7/3) cost is 11
Calculating cost to destination (8/4) cost is 9
found 6 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 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 Ilgar on Position 0Adding Char Fireno 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 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 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 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 (7/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/5) cost is 4
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (7/3) cost is 4
Calculating cost to destination (8/4) cost is 2
found 6 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: 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 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 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: 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(6/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid1: 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 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 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.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 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: Fireno) 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 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 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/7) 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 (5/5) cost is 5
Calculating cost to destination (6/4) cost is 7
Calculating cost to destination (6/4) cost is 7
Calculating cost to destination (7/3) cost is 7
Calculating cost to destination (8/4) cost is 5
found 5 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 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 (9/4) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (7/3) cost is 4
found 4 valid attack positions, closest at (7/3) (dist: 4), moving --- done

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

AILog: Starting to Think for Frija 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 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 (6/7) 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 5
Grounded check passed
CanDoSomething check passed
Escaping 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 (6/4) cost is 6
Calculating cost to destination (6/4) cost is 6
found 3 valid attack positions, closest at (5/5) (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
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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: 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(6/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid1: 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 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 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: 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 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 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 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 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 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 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)

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 Ork on Position 1Adding Char Ork 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(6/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid1: 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 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: Fireno) 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 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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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)

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

AILog: Starting to Think for Fireno 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 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: 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 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 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 Frija 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 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 Ork 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 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid1: 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: Fireno) 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 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 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
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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: 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(6/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid1: 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 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 Ork 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: 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 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 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 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)

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 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 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)

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: 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 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 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 5
Grounded check passed
CanDoSomething check passed
Escaping 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
found 1 valid attack positions, closest at (6/4) (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: 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 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 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
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 Frija on Position 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 Fireno on Position 0Adding Char Ilgar 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)

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_5 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 locked door state for 0_7 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)

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_6
 
(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 f1081
 
(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 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_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)

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 inventory16 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

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

MagicSkill execute _caster Tim, cAE current 11, original cost 5, effective cost 5, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_f1082 )
 
(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 f1082 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)

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)

[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: 

 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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): 

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

bcb for NPC Ork(battle/orc_avg_accessory): 
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 speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 

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

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Fireno on Position 1Adding Char Ork 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 Ilgar in state current following path from (3/4) 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 (5/6) 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 (8/10) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (10/10) cost is 15
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (11/8) cost is 14
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (7/11) cost is 13
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
found 20 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 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 (1/2) to (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/6) cost is 9
Calculating cost to destination (6/5) cost is 19
Calculating cost to destination (7/6) cost is 17
Calculating cost to destination (6/7) cost is 11
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 18
Calculating cost to destination (9/11) cost is 18
Calculating cost to destination (9/8) cost is 15
Calculating cost to destination (10/7) cost is 17
Calculating cost to destination (11/8) cost is 19
Calculating cost to destination (10/9) cost is 17
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (8/10) cost is 16
Calculating cost to destination (7/11) cost is 16
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (7/6) cost is 17
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (7/8) cost is 13
found 20 valid attack positions, closest at (5/6) (dist: 9), 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)

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

Character Ork in state current following path from (9/9) to (6/5), 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 (1/2) cost is 16
Calculating cost to destination (2/1) cost is 18
Calculating cost to destination (2/3) cost is 14
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 15
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (4/3) cost is 16
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (3/1) cost is 19
Calculating cost to destination (4/2) cost is 17
Calculating cost to destination (3/3) cost is 15
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (4/3) cost is 16
Calculating cost to destination (5/2) cost is 18
Calculating cost to destination (6/3) cost is 10
Calculating cost to destination (5/4) cost is 10
found 20 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 Ork 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 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(10/8) / Dist5 / 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)

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 (7/9) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (1/2) cost is 14
Calculating cost to destination (2/1) cost is 16
Calculating cost to destination (2/3) cost is 12
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/3) cost is 14
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (3/1) cost is 17
Calculating cost to destination (4/2) cost is 15
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (4/3) cost is 14
Calculating cost to destination (5/2) cost is 16
Calculating cost to destination (6/3) cost is 10
Calculating cost to destination (5/4) cost is 10
found 19 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 Ork 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (5/7) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 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
No adjacent Target found, approaching
Trying to choose and approach a melee target
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 9
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/4) cost is 5
Calculating cost to destination (4/5) cost is 5
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 10
Calculating cost to destination (4/5) cost is 5
Calculating cost to destination (5/4) 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 (6/3) cost is 5
Calculating cost to destination (5/4) cost is 5
found 18 valid attack positions, closest at (4/5) (dist: 5), moving --- 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)

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 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)

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 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 (2/3) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (3/5) cost is 4
Calculating cost to destination (4/6) cost is 6
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 (9/8) cost is 13
Calculating cost to destination (10/7) cost is 15
Calculating cost to destination (11/8) cost is 17
Calculating cost to destination (10/9) cost is 15
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (6/7) cost is 9
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 11
found 16 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 Frija 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 Frija 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 (9/7) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 11
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (2/4) cost is 12
Calculating cost to destination (3/3) cost is 14
Calculating cost to destination (4/3) cost is 15
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (3/1) cost is 16
Calculating cost to destination (4/2) cost is 16
Calculating cost to destination (3/3) cost is 14
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (4/3) cost is 15
Calculating cost to destination (5/2) cost is 17
Calculating cost to destination (6/3) cost is 9
Calculating cost to destination (5/4) cost is 9
found 15 valid attack positions, closest at (5/4) (dist: 9), moving --- done

 
(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)

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 (7/6) to (6/3), 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 (2/5) cost is 7
Calculating cost to destination (3/6) 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 (4/3) cost is 11
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (2/2) cost is 10
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (4/2) cost is 12
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (5/4) unreachable
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 (5/4) unreachable
found 12 valid attack positions, closest at (6/3) (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: Ork) 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 Ork 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 Tim 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/3) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (7/5) cost is 13
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (7/4) cost is 14
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (7/3) cost is 15
found 8 valid attack positions, closest at (4/6) (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 Ork 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: Ork) 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 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 Tim 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 (2/3) to (1/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (4/6) cost is 9
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (7/4) cost is 16
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (5/7) cost is 11
Calculating cost to destination (7/3) cost is 17
found 8 valid attack positions, closest at (4/6) (dist: 9), moving --- done

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

AILog: Starting to Think for Fireno 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 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: 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 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 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist2 / 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 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 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.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 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 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 (5/4) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 11
Calculating cost to destination (3/4) cost is 19
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (0/4) cost is 14
Calculating cost to destination (1/3) cost is 16
Calculating cost to destination (1/5) cost is 12
Calculating cost to destination (3/4) cost is 19
Calculating cost to destination (4/3) cost is 19
Calculating cost to destination (5/4) cost is 1
Calculating cost to destination (2/3) cost is 17
Calculating cost to destination (3/4) cost is 19
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (5/4) cost is 1
Calculating cost to destination (4/3) cost is 19
Calculating cost to destination (5/2) cost is 21
Calculating cost to destination (5/4) cost is 1
found 16 valid attack positions, closest at (5/4) (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: 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 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 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
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 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)

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)

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 (4/6) cost is 4
Calculating cost to destination (6/4) cost is 12
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (6/4) cost is 12
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 (7/3) cost is 12
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)

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)

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 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.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 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 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 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 Fireno on Position 1Adding Char Ork on Position 2Adding Char Ork 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: 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 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 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 (1/5) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (4/6) cost is 7
Calculating cost to destination (6/4) cost is 13
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (6/4) cost is 13
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (7/3) cost is 13
Calculating cost to destination (6/4) cost is 13
found 10 valid attack positions, closest at (4/6) (dist: 7), 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 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: Tim) 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 Tim 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 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 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.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 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: Ilgar) 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 Ilgar 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 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 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)

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 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 (5/2) viable, distance 1, count 0
Checking position (4/2) viable, distance 2, count 2
Checking position (4/3) viable, distance 1, count 0
Checking position (5/1) viable, distance 2, count 1
Checking position (4/1) viable, distance 3, count 1
Checking position (3/1) viable, distance 4, count 2
Checking position (3/2) viable, distance 3, count 1
Checking position (3/3) viable, distance 2, count 2
Checking position (3/4) viable, distance 3, count 0
Checking position (5/0) viable, distance 3, count 0
Checking position (4/0) viable, distance 4, count 1
Checking position (3/0) viable, distance 5, count 2
Checking position (2/0) viable, distance 6, count 2
Checking position (2/1) viable, distance 5, count 3
Checking position (2/2) viable, distance 4, count 2
Checking position (2/3) viable, distance 3, count 1
Checking position (2/4) viable, distance 4, count 1
Checking position (2/5) viable, distance 5, count 0
Checking position (1/1) viable, distance 6, count 2
Checking position (1/2) viable, distance 5, count 2
Checking position (1/3) viable, distance 4, count 1
Checking position (1/4) viable, distance 5, count 0
Checking position (1/5) viable, distance 6, 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 6, count 0
found 18 viable fields
Top 1: Pos(3/3) / Dist 2 / Targets 2
Top 2: Pos(4/2) / Dist 2 / Targets 2
Top 3: Pos(5/1) / Dist 2 / Targets 1
Top 4: Pos(1/1) / Dist 6 / Targets 2
Top 5: Pos(2/3) / Dist 3 / Targets 1
Top 6: Pos(2/4) / Dist 4 / Targets 1
Top 7: Pos(1/2) / Dist 5 / Targets 2
Top 8: Pos(0/3) / Dist 5 / Targets 1
Top 9: Pos(0/2) / Dist 6 / Targets 1
Top 10: Pos(1/3) / Dist 4 / Targets 1
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 (4/3) 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: 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 3 Enemies with line of sight
Top 1: Pos(5/4) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(6/3) / Dist3 / 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 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 (4/6) to (4/6), 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 (4/6) cost is 1
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 (5/3) cost is 9
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (4/6) cost is 1
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (5/3) cost is 9
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (6/4) cost is 9
found 12 valid attack positions, closest at (4/6) (dist: 1), 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)

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 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)

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 Ork is in rangenot enough BP, waiting --- 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 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 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 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: 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 hit
 
(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 Fireno on Position 0Adding Char Ork on Position 1Adding Char Ork 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 Fireno 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 (6/4) cost is 8
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (7/3) cost is 8
Calculating cost to destination (6/4) cost is 8
found 10 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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)

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)

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

Character Ork 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 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 (2/5) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (3/6) cost is 10
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 2
Calculating cost to destination (3/6) cost is 10
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (2/3) cost is 6
Calculating cost to destination (3/2) cost is 4
Calculating cost to destination (4/3) cost is 2
Calculating cost to destination (3/4) cost is 8
found 14 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 hit
 
(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 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)

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)

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: 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 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.VisualGetHit blockHitDie
 
(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 Ork
 
(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 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: 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 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 1
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 1
Checking position (2/3) viable, distance 1, count 1
Checking position (2/4) viable, distance 2, count 1
Checking position (2/5) viable, distance 3, count 1
Checking position (5/3) viable, distance 4, count 0
Checking position (5/2) viable, distance 3, count 2
Checking position (5/1) viable, distance 4, count 3
Checking position (4/1) viable, distance 3, count 2
Checking position (3/1) viable, distance 2, count 1
Checking position (2/1) viable, distance 3, count 1
Checking position (1/1) viable, distance 4, count 1
Checking position (1/2) viable, distance 3, count 1
Checking position (1/3) viable, distance 2, count 1
Checking position (1/4) viable, distance 3, count 0
Checking position (1/5) viable, distance 4, count 1
Checking position (2/6) viable, distance 4, count 0
Checking position (3/6) viable, distance 5, count 1
Checking position (1/6) viable, distance 5, count 1
Checking position (6/4) viable, distance 6, count 0
Checking position (6/3) viable, distance 5, count 2
Checking position (5/0) viable, distance 5, count 3
Checking position (4/0) viable, distance 4, count 3
Checking position (3/0) viable, distance 3, count 1
Checking position (2/0) viable, distance 4, count 1
Checking position (1/0) viable, distance 5, count 1
Checking position (0/0) viable, distance 6, count 2
Checking position (0/1) viable, distance 5, count 2
Checking position (0/2) viable, distance 4, count 1
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 1
Checking position (0/6) viable, distance 6, count 1
Checking position (2/7) viable, distance 5, count 1
Checking position (3/7) viable, distance 6, count 1
Checking position (1/7) viable, distance 6, count 2
found 30 viable fields
Top 1: Pos(2/3) / Dist 1 / Targets 1
Top 2: Pos(3/4) / Dist 1 / Targets 1
Top 3: Pos(3/1) / Dist 2 / Targets 1
Top 4: Pos(1/3) / Dist 2 / Targets 1
Top 5: Pos(2/4) / Dist 2 / Targets 1
Top 6: Pos(2/2) / Dist 2 / Targets 1
Top 7: Pos(0/0) / Dist 6 / Targets 2
Top 8: Pos(1/0) / Dist 5 / Targets 1
Top 9: Pos(4/0) / Dist 4 / Targets 3
Top 10: Pos(3/0) / Dist 3 / Targets 1
found at least one field to move to (2/3), 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 (2/3) to (2/3), 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: 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(4/3) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist3 / Targetid3: 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: Ilgar) 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 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 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: 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 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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Ork on Position 0Adding Char Ork 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: 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 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)

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

BC.VisualBlock 
 
(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 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 2 Enemies with line of sight
Top 1: Pos(4/3) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist3 / Targetid3: 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 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 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.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 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 (3/4) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 8
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (5/3) cost is 6
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (3/3) cost is 2
Calculating cost to destination (4/2) cost is 4
Calculating cost to destination (5/3) cost is 6
found 9 valid attack positions, closest at (3/3) (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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, 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 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 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 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 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 Ork
 
(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 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 Berthold 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 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 6
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
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)

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 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)

runEffExpLuna: 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 Luna: Removing durable effect fumble_falldown
 
(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 Ork on Position 0Adding Char Ork on Position 1Adding Char Fireno on Position 2Adding Char Ork 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: 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 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 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)

BC.VisualBlock miss
 
(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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 Fireno 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 (6/4) cost is 6
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
found 6 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 Fireno 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 Fireno 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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)

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 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 (2/3)
Maximum Distance for approach is 2
Checking position (2/4) viable, distance 1, count 1
Checking position (3/4) viable, distance 2, count 0
Checking position (3/2) viable, distance 2, count 0
Checking position (2/2) viable, distance 1, count 1
Checking position (1/2) viable, distance 2, count 0
Checking position (1/3) viable, distance 1, count 0
Checking position (1/4) viable, distance 2, count 0
Checking position (2/5) viable, distance 2, count 1
Checking position (3/5) viable, distance 3, count 2
Checking position (1/5) viable, distance 3, count 1
Checking position (4/5) viable, distance 4, count 0
Checking position (4/2) viable, distance 3, count 0
Checking position (4/1) viable, distance 4, count 2
Checking position (3/1) viable, distance 3, count 1
Checking position (2/1) viable, distance 2, count 1
Checking position (1/1) viable, distance 3, count 1
Checking position (0/1) viable, distance 4, count 1
Checking position (0/2) viable, distance 3, count 0
Checking position (0/3) viable, distance 2, count 0
Checking position (0/4) viable, distance 3, count 0
Checking position (0/5) viable, distance 4, count 1
Checking position (2/6) viable, distance 3, count 2
Checking position (3/6) viable, distance 4, count 1
Checking position (1/6) viable, distance 4, count 2
Checking position (4/6) viable, distance 5, count 2
Checking position (0/6) viable, distance 5, count 1
Checking position (5/6) viable, distance 6, count 0
Checking position (5/3) viable, distance 5, count 0
Checking position (5/2) viable, distance 4, count 2
Checking position (5/1) viable, distance 5, count 3
Checking position (5/0) viable, distance 6, count 3
Checking position (4/0) viable, distance 5, count 3
Checking position (3/0) viable, distance 4, count 1
Checking position (2/0) viable, distance 3, count 1
Checking position (1/0) viable, distance 4, count 1
Checking position (0/0) viable, distance 5, count 1
Checking position (2/7) viable, distance 4, count 3
Checking position (3/7) viable, distance 5, count 2
Checking position (1/7) viable, distance 5, count 2
Checking position (4/7) viable, distance 6, count 1
Checking position (0/7) viable, distance 6, count 2
Checking position (6/3) viable, distance 6, count 2
Checking position (2/8) viable, distance 5, count 2
Checking position (3/8) viable, distance 6, count 2
Checking position (1/8) viable, distance 6, count 3
found 33 viable fields
Top 1: Pos(2/2) / Dist 1 / Targets 1
Top 2: Pos(2/4) / Dist 1 / Targets 1
Top 3: Pos(2/1) / Dist 2 / Targets 1
Top 4: Pos(2/5) / Dist 2 / Targets 1
Top 5: Pos(0/0) / Dist 5 / Targets 1
Top 6: Pos(3/7) / Dist 5 / Targets 2
Top 7: Pos(2/7) / Dist 4 / Targets 3
Top 8: Pos(3/0) / Dist 4 / Targets 1
Top 9: Pos(4/0) / Dist 5 / Targets 3
Top 10: Pos(1/0) / Dist 4 / Targets 1
found at least one field to move to (2/2), 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 (2/2) to (2/2), 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: 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 1 Enemies with line of sight
Top 1: Pos(4/3) / Dist2 / 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 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 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 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)

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 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 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 Ilgar on Position 0Adding Char Tim on Position 1Adding Char Ork on Position 2Adding Char Ork 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: 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 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: 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(4/3) / Dist2 / 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 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: 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)

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 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 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)

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 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 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: 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 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 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 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 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: 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 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 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)

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 Ork on Position 1Adding Char Ilgar 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: 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(4/3) / Dist2 / 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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)

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 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 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 Ilgar 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 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 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 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 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)

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

AILog: Starting to Think for Fireno 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 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 Berthold 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 Berthold 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 Berthold in state current following path from (6/5) 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/3) cost is 4
Calculating cost to destination (6/4) cost is 2
Calculating cost to destination (4/2) cost is 6
Calculating cost to destination (5/3) cost is 4
found 4 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 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 Ork 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: 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 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 (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/3) cost is 4
Calculating cost to destination (4/2) cost is 6
Calculating cost to destination (5/3) cost is 4
found 3 valid attack positions, closest at (5/3) (dist: 4), moving --- done

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

AILog: Starting to Think for Fireno 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 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: 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 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(4/3) / Dist2 / 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 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: 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 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: 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)

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

AILog: Starting to Think for Frija 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)

BS.advanceIni log
Removing Frija 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 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: 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 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)

runEffExpOrk: 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 Ork: Removing durable effect fumble_falldown
 
(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 Ilgar 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 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 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 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 (2/2)
Maximum Distance for approach is 2
Checking position (2/3) viable, distance 1, count 0
Checking position (3/2) viable, distance 1, count 1
Checking position (3/1) viable, distance 2, count 1
Checking position (2/1) viable, distance 1, count 1
Checking position (1/1) viable, distance 2, count 0
Checking position (1/2) viable, distance 1, count 0
Checking position (1/3) viable, distance 2, count 0
Checking position (2/4) viable, distance 2, count 0
Checking position (3/4) viable, distance 3, count 0
Checking position (1/4) viable, distance 3, count 0
Checking position (4/3) viable, distance 3, count 0
Checking position (4/2) viable, distance 2, count 1
Checking position (4/1) viable, distance 3, count 0
Checking position (4/0) viable, distance 4, count 0
Checking position (3/0) viable, distance 3, count 1
Checking position (2/0) viable, distance 2, count 1
Checking position (1/0) viable, distance 3, count 1
Checking position (0/0) viable, distance 4, count 0
Checking position (0/1) viable, distance 3, count 0
Checking position (0/2) viable, distance 2, count 0
Checking position (0/3) viable, distance 3, count 0
Checking position (0/4) viable, distance 4, count 0
Checking position (2/5) viable, distance 3, count 0
Checking position (3/5) viable, distance 4, count 1
Checking position (1/5) viable, distance 4, count 0
Checking position (4/5) viable, distance 5, count 0
Checking position (0/5) viable, distance 5, count 0
Checking position (5/2) viable, distance 3, count 0
Checking position (5/1) viable, distance 4, count 0
Checking position (5/0) viable, distance 5, count 0
Checking position (2/6) viable, distance 4, count 1
Checking position (3/6) viable, distance 5, count 1
Checking position (1/6) viable, distance 5, count 1
Checking position (4/6) viable, distance 6, count 1
Checking position (0/6) viable, distance 6, count 0
Checking position (2/7) viable, distance 5, count 1
Checking position (3/7) viable, distance 6, count 1
Checking position (1/7) viable, distance 6, count 1
found 15 viable fields
Top 1: Pos(2/1) / Dist 1 / Targets 1
Top 2: Pos(3/2) / Dist 1 / Targets 1
Top 3: Pos(2/0) / Dist 2 / Targets 1
Top 4: Pos(4/2) / Dist 2 / Targets 1
Top 5: Pos(3/1) / Dist 2 / Targets 1
Top 6: Pos(4/6) / Dist 6 / Targets 1
Top 7: Pos(1/6) / Dist 5 / Targets 1
Top 8: Pos(2/7) / Dist 5 / Targets 1
Top 9: Pos(1/7) / Dist 6 / Targets 1
Top 10: Pos(3/7) / Dist 6 / Targets 1
found at least one field to move to (2/1), 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 (2/1) to (2/1), 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: 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 1 Enemies with line of sight
Top 1: Pos(5/4) / Dist3 / 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 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 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 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: 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 Frija 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 Frija on Position 0Adding Char Luna 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_5 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 locked door state for 0_7 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)

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_6
 
(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 f1082
 
(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: 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: item_43 (UnityEngine.BoxCollider) (item_43), container 
container is null, itemdrop item: item_43 (CraftyDDItem)
itemdrop container: inventory17 (item_43)

 
(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)

Calling returnfunc OnTrigger( 0_sleeprags3 )
 
(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_sleeprags2 )
 
(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_sleeprags1 )
 
(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)

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)

runEffExpFrija: Removing nonbattle effect lesserstink, started at 470.2333, duration 0.25, current time 470.4861, so 470.4833 < 470.4861
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Forcing locked door state for 0_5 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 locked door state for 0_7 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)

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_6
 
(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 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)

Calling returnfunc OnTrigger( 0_fireammo )
 
(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 f1083a 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)

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)

[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: 

 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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): 
zweihaender 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): 
zweihaender 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 Ork(battle/orc_avg_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Ork 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)

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 none 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 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 (0/3) cost is 14
Calculating cost to destination (1/2) cost is 14
Calculating cost to destination (2/3) cost is 12
Calculating cost to destination (1/4) cost is 12
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/0) cost is 14
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/0) cost is 13
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (1/5) cost is 11
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (2/6) cost is 9
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 9
found 18 valid attack positions, closest at (2/6) (dist: 9), moving --- done

 
(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)

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

Character Ork 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 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 (8/7) cost is 8
Calculating cost to destination (8/9) cost is 10
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 (9/9) cost is 11
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (10/10) cost is 13
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (4/7) cost is 4
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (4/9) cost is 8
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
found 19 valid attack positions, closest at (4/7) (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: 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 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 Ilgar 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 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 5 Enemies with line of sight
Top 1: Pos(4/1) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / Dist6 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(3/1) / Dist7 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/5) / Dist8 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(1/3) / Dist9 / 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 Ork 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 Ork in state current following path from (3/2) to (5/7), 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 (8/7) cost is 11
Calculating cost to destination (8/9) cost is 13
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 (9/9) cost is 14
Calculating cost to destination (10/8) cost is 16
Calculating cost to destination (11/9) cost is 16
Calculating cost to destination (10/10) cost is 16
Calculating cost to destination (6/8) cost is 10
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (4/9) cost is 11
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 18 valid attack positions, closest at (5/8) (dist: 9), moving --- done

 
(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)

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

Character Ork in state current following path from (2/3) to (6/6), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (8/9) cost is 13
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 (9/9) cost is 14
Calculating cost to destination (10/8) cost is 16
Calculating cost to destination (11/9) cost is 16
Calculating cost to destination (10/10) cost is 16
Calculating cost to destination (6/8) cost is 10
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (4/9) cost is 11
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 18 valid attack positions, closest at (7/7) (dist: 10), moving --- done

 
(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)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (3/5) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (8/7) cost is 8
Calculating cost to destination (8/9) cost is 12
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 (9/9) cost is 13
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (10/10) cost is 15
Calculating cost to destination (6/8) cost is 9
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (4/9) cost is 10
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
found 18 valid attack positions, closest at (7/7) (dist: 7), moving --- done

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

AILog: Starting to Think for Ork 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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Fireno 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 (5/6) cost is 8
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 6
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (3/1) cost is 13
Calculating cost to destination (4/0) cost is 13
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (8/7) cost is 2
Calculating cost to destination (3/7) cost is 11
Calculating cost to destination (4/6) cost is 9
found 16 valid attack positions, closest at (8/7) (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: 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 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 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: 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 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 (4/2) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (9/8) cost is 12
Calculating cost to destination (8/9) cost is 14
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (11/9) cost is 15
Calculating cost to destination (10/10) cost is 15
Calculating cost to destination (6/8) cost is 17
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (5/8) cost is 18
Calculating cost to destination (4/9) cost is 16
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 13
found 16 valid attack positions, closest at (8/6) (dist: 9), moving --- done

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

AILog: Starting to Think for Ork 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 Ork 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 (5/6) cost is 12
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/4) cost is 8
Calculating cost to destination (8/5) cost is 6
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (3/7) cost is 15
Calculating cost to destination (4/6) cost is 13
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 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 (9/7) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 11
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (6/7) unreachable
Calculating cost to destination (5/6) cost is 11
Calculating cost to destination (6/7) unreachable
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (8/5) cost is 5
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (6/7) unreachable
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (3/7) cost is 14
Calculating cost to destination (4/6) cost is 12
found 12 valid attack positions, closest at (8/5) (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 Ork on Position 0Adding Char Tim on Position 1Adding Char Ork 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: 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 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)

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 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(7/5) / Dist3 / 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)

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 (6/7) to (6/7), 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 (8/4) cost is 6
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (6/7) cost is 1
Calculating cost to destination (6/9) cost is 3
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (4/9) cost is 3
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (10/8) cost is 8
found 17 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 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 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 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
Checking Ork 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 Ork in state current following path from (7/6) to (8/6), escaping: False
 
(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
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 4
Calculating cost to destination (8/6) cost is 2
Calculating cost to destination (8/6) cost is 2
Calculating cost to destination (9/7) cost is 4
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (5/8) cost is 3
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (5/8) cost is 3
Calculating cost to destination (4/9) cost is 5
Calculating cost to destination (9/7) cost is 4
Calculating cost to destination (10/6) cost is 4
Calculating cost to destination (11/7) cost is 6
Calculating cost to destination (10/8) cost is 6
found 16 valid attack positions, closest at (8/6) (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: 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 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 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 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 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.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 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 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 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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: 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 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 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: 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 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 Ork 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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: Ilgar) 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 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)

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(8/6) / Dist2 / 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 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 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 Ork 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 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 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 Ork canAct + !grounded, turn placed

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

BC.VisualBlock 
 
(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)

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: 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)

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 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 Frija 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 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.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)

runEffExpOrk: 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 Ork: Removing durable effect fumble_falldown
 
(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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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 1 Enemies with line of sight
Top 1: Pos(8/6) / Dist2 / 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 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 Ork on Position 2Adding Char Ork 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 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 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: Ilgar) 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 Ilgar 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 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 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 Ork 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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.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)

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: 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.VisualGetHit blockHit
 
(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 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 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)

runEffExpFrija: 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 Frija: Removing durable effect fumble_falldown
 
(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 Ork 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 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 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)

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: Luna) 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 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 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(7/5) / Dist3 / 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 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 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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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: Ilgar) 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 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 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 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 Ork 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 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 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: 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
Queue done, rerolling

 
(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 Fireno on Position 2Adding Char Ork 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: Luna) 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 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)

BC.VisualBlock block
 
(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 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 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 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 Tim on Position 1Adding Char Ork 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: Ilgar) 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 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 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(7/5) / Dist3 / 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 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 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 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)

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: 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 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 (7/7) 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 (5/7) cost is 5
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (7/7) cost is 1
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (3/7) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/7) cost is 5
found 9 valid attack positions, closest at (7/7) (dist: 1), moving --- done

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

runEffExpLuna: 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 Luna: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_selfhurthard, 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 Berthold: Removing durable effect fumble_selfhurthard
 
(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 Ilgar on Position 0Adding Char Fireno on Position 1Adding Char Ork 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: 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 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 Ork is in rangegot enough BP, attacking --- done

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

AILog: Target Ork 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 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 (7/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 5
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (3/7) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/7) cost is 5
found 8 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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 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)

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 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 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 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 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 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: Luna) 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 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)

BC.VisualBlock block
 
(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)

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(7/5) / Dist3 / 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 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 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)

runEffExpLuna: 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 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 Fireno on Position 0Adding Char Ork 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 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.VisualGetHit miss
 
(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 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 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)

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 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: Luna) 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 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 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(7/5) / Dist3 / 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 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 Ork 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: 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 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 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: 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 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)

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 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)

runEffExpOrk: 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 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 Ork on Position 1Adding Char Ork 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: 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 blockHit
 
(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: Ilgar) 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 Ilgar 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 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: Luna) 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 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 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(7/5) / Dist3 / 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 Fireno 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 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 Ork 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 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)

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: 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 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 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 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 Ork 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 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 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: Ilgar) 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 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 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: Luna) 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 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 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)

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: 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(7/5) / Dist3 / 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 False && False, skipping
Removing Ork 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 Berthold on Position 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 Frija on Position 0Adding Char Luna 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Frija 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 5
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (3/7) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/7) cost is 5
found 5 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 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)

AILog: Target Ork 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)

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 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 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 Ilgar on Position 0Adding Char Ork on Position 1Adding Char Ork on Position 2Adding Char Luna on Position 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: 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 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 Ork False && False, skipping
Removing Ork from queue
Checking Ork canAct + !grounded, turn placed

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

Initiative Ini Display
Adding Char Ork 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)

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 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 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 8
Grounded 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 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 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 (6/5) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 5
found 1 valid attack positions, closest at (5/7) (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)

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 (10/7)
Maximum Distance for approach is 2
Checking position (10/8) viable, distance 1, count 0
Checking position (11/8) viable, distance 2, count 0
Checking position (11/7) viable, distance 1, count 0
Checking position (11/6) viable, distance 2, count 0
Checking position (10/6) viable, distance 1, count 0
Checking position (9/6) viable, distance 2, count 0
Checking position (9/7) viable, distance 1, count 0
Checking position (9/8) viable, distance 2, count 0
Checking position (10/9) viable, distance 2, count 1
Checking position (11/9) viable, distance 3, count 0
Checking position (9/9) viable, distance 3, count 1
Checking position (11/5) viable, distance 3, count 0
Checking position (10/5) viable, distance 2, count 1
Checking position (9/5) viable, distance 3, count 1
Checking position (8/5) viable, distance 4, count 1
Checking position (8/6) viable, distance 3, count 1
Checking position (8/7) viable, distance 2, count 0
Checking position (8/8) viable, distance 3, count 1
Checking position (8/9) viable, distance 4, count 1
Checking position (10/10) viable, distance 3, count 1
Checking position (11/10) viable, distance 4, count 1
Checking position (9/10) viable, distance 4, count 1
Checking position (8/10) viable, distance 5, count 1
Checking position (11/4) viable, distance 4, count 1
Checking position (10/4) viable, distance 3, count 1
Checking position (9/4) viable, distance 4, count 1
Checking position (8/4) viable, distance 5, count 1
Checking position (7/4) viable, distance 6, count 0
Checking position (7/5) viable, distance 5, count 1
Checking position (7/6) viable, distance 4, count 0
Checking position (7/8) viable, distance 4, count 0
Checking position (7/9) viable, distance 5, count 1
Checking position (7/10) viable, distance 6, count 0
Checking position (10/11) viable, distance 4, count 1
Checking position (11/11) viable, distance 5, count 1
Checking position (9/11) viable, distance 5, count 1
Checking position (8/11) viable, distance 6, count 1
Checking position (11/3) viable, distance 5, count 1
Checking position (10/3) viable, distance 4, count 1
Checking position (9/3) viable, distance 5, count 1
Checking position (6/5) viable, distance 6, count 0
Checking position (6/9) viable, distance 6, count 0
Checking position (11/2) viable, distance 6, count 1
Checking position (10/2) viable, distance 5, count 1
Checking position (9/2) viable, distance 6, count 0
found 27 viable fields
Top 1: Pos(10/5) / Dist 2 / Targets 1
Top 2: Pos(10/9) / Dist 2 / Targets 1
Top 3: Pos(10/11) / Dist 4 / Targets 1
Top 4: Pos(11/11) / Dist 5 / Targets 1
Top 5: Pos(9/11) / Dist 5 / Targets 1
Top 6: Pos(8/4) / Dist 5 / Targets 1
Top 7: Pos(7/5) / Dist 5 / Targets 1
Top 8: Pos(7/9) / Dist 5 / Targets 1
Top 9: Pos(9/3) / Dist 5 / Targets 1
Top 10: Pos(11/2) / Dist 6 / Targets 1
found at least one field to move to (10/5), 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 (10/6) to (10/5), 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: 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(6/7) / Dist4 / Targetid1: 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 Berthold 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 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 locked door state for 0_5 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 locked door state for 0_7 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)

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_6
 
(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 f1083a
 
(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_cannon )
 
(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_f1084 )
 
(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 f1084 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)

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)

[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: 

 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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): 

 
(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): 
zweihaender 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): 

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

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Fireno 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)

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 0, 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 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)

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 (1/4) to (1/4), 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)

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

Character Fireno in state none following path from (2/4) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping 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 (8/5) cost is 10
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (8/7) cost is 12
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 10
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/8) cost is 9
found 12 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 Fireno 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 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: 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 3 Enemies with line of sight
Top 1: Pos(6/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(8/6) / Dist4 / 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 Ork 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 Ork in state current following path from (7/6) to (5/5), 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 (1/3) cost is 12
Calculating cost to destination (2/2) cost is 10
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (2/4) cost is 10
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 (0/5) cost is 11
Calculating cost to destination (1/4) cost is 11
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (1/6) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 7
Calculating cost to destination (5/4) cost is 5
Calculating cost to destination (3/1) cost is 10
Calculating cost to destination (4/0) cost is 10
Calculating cost to destination (5/1) cost is 8
Calculating cost to destination (4/2) cost is 8
Calculating cost to destination (5/5) cost is 4
Calculating cost to destination (4/6) cost is 6
found 20 valid attack positions, closest at (5/5) (dist: 4), moving --- done

 
(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 blockHitBumbler
 
(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: Tim) 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 Tim 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 Ork canAct + !grounded, turn placed

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

Initiative Ini Display
Adding Char Ork on Position 0Adding Char Luna on Position 1Adding Char Ork on Position 2Adding Char Ork 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 Ork in state current following path from (5/7) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (1/3) cost is 9
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (2/5) cost is 6
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (3/6) cost is 4
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 6
Calculating cost to destination (1/6) cost is 6
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (3/1) cost is 11
Calculating cost to destination (4/0) cost is 11
Calculating cost to destination (5/1) cost is 9
Calculating cost to destination (4/2) cost is 9
Calculating cost to destination (4/6) cost is 3
found 19 valid attack positions, closest at (4/6) (dist: 3), 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: Ork) 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 Ork 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 Tim 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 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 (2/5) 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 5
Grounded check passed
CanDoSomething check passed
Escaping 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 (8/5) cost is 11
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (3/6) cost is 3
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (4/7) cost is 5
found 14 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 Ork 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 Ork in state current following path from (7/6) to (5/4), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/3) cost is 12
Calculating cost to destination (2/2) cost is 10
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (3/7) cost is 6
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 7
Calculating cost to destination (5/4) cost is 5
Calculating cost to destination (3/1) cost is 10
Calculating cost to destination (4/0) cost is 10
Calculating cost to destination (5/1) cost is 8
Calculating cost to destination (4/2) cost is 8
found 15 valid attack positions, closest at (5/4) (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 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangenot enough BP, waiting --- 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: 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 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)

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)

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

Character Ork in state current following path from (5/6) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (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 (2/4) cost is 8
Calculating cost to destination (2/5) cost is 7
Calculating cost to destination (3/4) cost is 7
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (3/7) cost is 4
Calculating cost to destination (3/4) cost is 7
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (3/1) cost is 8
Calculating cost to destination (4/0) cost is 8
Calculating cost to destination (5/1) cost is 6
Calculating cost to destination (4/2) cost is 6
found 14 valid attack positions, closest at (3/7) (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: 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 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 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
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 (3/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (5/3) cost is 3
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (2/7) cost is 4
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (3/8) cost is 6
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (4/7) cost is 8
found 9 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, 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 Ork is in rangegot enough BP, attacking --- done

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

AILog: Target Ork 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
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 Ork on Position 1Adding Char Frija 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/2) 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 (6/4) cost is 17
Calculating cost to destination (6/5) cost is 16
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (2/7) cost is 8
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (3/8) cost is 10
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (4/7) cost is 12
found 8 valid attack positions, closest at (2/7) (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 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: Tim) 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 Tim 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 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 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)

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 (2/6) to (2/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 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 (6/4) cost is 12
Calculating cost to destination (6/5) cost is 11
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (2/7) cost is 3
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (3/8) cost is 5
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (4/7) cost is 7
found 8 valid attack positions, closest at (2/7) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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 Ork is in rangegot enough BP, attacking --- done

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

AILog: Target Ork is in rangenot enough BP, waiting --- 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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)

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

AILog: Starting to Think for Ork 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.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: Frija) 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 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)

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 Ork 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 Ork on Position 2Adding Char Frija 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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.VisualGetHit block
 
(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 (1/7), 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 (6/4) cost is 15
Calculating cost to destination (6/5) cost is 14
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (4/7) cost is 10
found 7 valid attack positions, closest at (3/8) (dist: 8), moving --- done

 
(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 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: Tim) 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 Tim 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 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 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 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 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 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)

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

AILog: Starting to Think for Ork 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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.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 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 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 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 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: Ork) 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 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)

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 Ilgar on Position 0Adding Char Tim 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)

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 (2/8) to (3/8), 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 (6/4) cost is 10
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (3/8) cost is 3
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (4/7) cost is 5
found 7 valid attack positions, closest at (3/8) (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 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: 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 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 Ork is in rangegot enough BP, attacking --- done

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

AILog: Target Ork 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)

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
Checking Ork 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: Ork) 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 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 Tim 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 Fireno canAct + !grounded, turn placed

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

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ork on Position 1Adding Char Ork 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: 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 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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.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: Frija) 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 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 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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 Ork 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 blockHitBumblerDie
 
(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 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.VisualGetHit blockHitBumblerDie
 
(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)

Initiative Ini Display
Adding Char Berthold on Position 0Clearing 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 Berthold 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 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)

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 1
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 7
found 6 valid attack positions, closest at (5/4) (dist: 1), 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 Tim on Position 2Adding Char Ork 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: 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 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 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)

AILog: Target Ork 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)

Handling Death of Character Ork
 
(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 Ork on Position 2Adding Char Ork 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 (4/7) 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 (6/5) cost is 6
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (4/7) cost is 2
found 4 valid attack positions, closest at (4/7) (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: 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 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: Ork) 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 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)

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

AILog: Starting to Think for Ork 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 Ork 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: Berthold) 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 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)

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 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: 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 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 (6/4) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 3
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (5/6) cost is 5
found 3 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, 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 Ork is in rangegot enough BP, attacking --- done

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

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

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

runEffExpOrk: 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 Ork: 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 Ilgar on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ork 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: 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 blockHit
 
(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: Ork) 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 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)

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
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 (3/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/6) 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 Fireno 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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.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 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 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 Frija 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: 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 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 Ork
 
(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 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 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 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 Ilgar 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)

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 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 (5/6) cost is 1
found 1 valid attack positions, closest at (5/6) (dist: 1), moving --- done

 
(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 1, 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 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 Ork
 
(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 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 locked door state for 0_5 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 locked door state for 0_7 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)

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_6
 
(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 f1084
 
(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 Frija: Removing battle effect fumble_selfhurt, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect fumble_selfhurt
 
(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 OnTrigger( 0_alk1 )
 
(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_alk2 )
 
(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_f1086 )
 
(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 f1086 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)

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)

[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: 

 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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): 
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 Tim on Position 0Adding Char Fireno 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)

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: 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(6/10) / Dist4 / 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 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 (7/4) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/10) cost is 10
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (6/11) cost is 10
found 4 valid attack positions, closest at (7/10) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking Ork 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 Ork in state current following path from (6/9) to (6/7), escaping: False
 
(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
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 14
Calculating cost to destination (4/2) cost is 12
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (6/3) cost is 9
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (4/4) cost is 10
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 5
found 20 valid attack positions, closest at (6/7) (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: 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 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)

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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar 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 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 5
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (6/8) cost is 7
found 3 valid attack positions, closest at (5/7) (dist: 5), moving --- done

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

BS.advanceIni log
Removing Ilgar from queue
Checking 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 (6/6) 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 2
Calculating cost to destination (6/8) cost is 8
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)

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

Character Frija 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 Frija 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 9
found 1 valid attack positions, closest at (6/8) (dist: 9), moving --- done

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

AILog: Starting to Think for Frija 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 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 (6/5) 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 (6/8) cost is 8
found 1 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 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 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 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 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: 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(6/7) / Dist2 / 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 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: Fireno) 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 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 Ork 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: 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 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)

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 (4/7) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 5
found 1 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 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: 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 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 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 Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Ork 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: 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 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 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 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)

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 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 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(6/7) / Dist2 / 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 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 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 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 Ork 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: 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 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.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)

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: 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 blockHitDie
 
(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 Ork
 
(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 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 locked door state for 0_5 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 locked door state for 0_7 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)

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_6
 
(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 f1086
 
(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 Frija: Removing battle effect fumble_falldown, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Calling returnfunc OnTrigger( 0_dagger )
 
(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_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 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 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)

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)

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: item_10 (UnityEngine.BoxCollider) (item_10), container 
container is null, itemdrop item: item_10 (CraftyDDItem)
itemdrop container: et_shield (item_10)

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

got a container: et_shield (CraftyDDContainer)
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_10199 (UnityEngine.BoxCollider) (item_10199), container 
container is null, itemdrop item: item_10199 (CraftyDDItem)
itemdrop container: et_weapon (item_10199)

 
(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_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)

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)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_f1087 )
 
(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 f1087 in Scene felsendungeon_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) (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) 
 
(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)

[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: 

 
(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): 
found dispclass speere
 
(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)

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)

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 Fireno in state current following path from (5/7) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 6
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 8
Calculating cost to destination (4/9) cost is 4
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (5/10) cost is 6
found 8 valid attack positions, closest at (5/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Fireno 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 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(6/10) / Dist7 / 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 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: Ork) 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(5/9) / Dist5 / Targetid1: 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 25 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)

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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 11
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (7/10) cost is 7
Calculating cost to destination (6/11) cost is 9
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (5/10) cost is 11
found 7 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 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/5) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (5/10) cost is 8
found 7 valid attack positions, closest at (4/9) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Frija from queue
Checking Ork 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 Ork in state current following path from (6/9) to (6/8), escaping: False
 
(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
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 5
Calculating cost to destination (4/9) cost is 3
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/5) cost is 7
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (8/2) cost is 10
Calculating cost to destination (9/1) cost is 12
Calculating cost to destination (10/2) cost is 12
Calculating cost to destination (9/3) cost is 10
Calculating cost to destination (8/4) cost is 8
Calculating cost to destination (9/3) cost is 10
Calculating cost to destination (10/4) cost is 10
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/2) cost is 10
Calculating cost to destination (7/3) cost is 8
Calculating cost to destination (6/4) cost is 6
found 20 valid attack positions, closest at (6/8) (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: 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 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 Fireno 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 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: 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 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 (9/3) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (7/8) cost is 8
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (5/10) cost is 12
found 6 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 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 Ork 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: 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 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)

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 Ork 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar 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 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 (9/4)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (5/10) cost is 10
found 6 valid attack positions, closest at (7/8) (dist: 6), 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)

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(6/8) / Dist5 / 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 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: 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 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 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 (4/9) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 3
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (4/9) cost is 1
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (5/10) cost is 3
found 6 valid attack positions, closest at (4/9) (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: 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 0, 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 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)

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 (7/5) 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 (6/7) cost is 5
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (5/10) cost is 9
found 5 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 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 (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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (7/8) cost is 11
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (5/10) cost is 15
found 5 valid attack positions, closest at (6/7) (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 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 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 Ork 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 Fireno 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)

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 (6/6), 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 (8/5)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
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 (6/9) cost is 8
Calculating cost to destination (5/10) cost is 10
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)

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

AILog: Starting to Think for Fireno 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 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 (6/3)
Maximum Distance for approach is 2
Checking position (6/4) viable, distance 1, count 0
Checking position (7/4) viable, distance 2, count 0
Checking position (7/3) viable, distance 1, count 0
Checking position (7/2) viable, distance 2, count 0
Checking position (6/2) viable, distance 1, count 0
Checking position (5/2) viable, distance 2, count 0
Checking position (5/3) viable, distance 1, count 0
Checking position (5/4) viable, distance 2, count 1
Checking position (6/5) viable, distance 2, count 0
Checking position (7/5) viable, distance 3, count 0
Checking position (5/5) viable, distance 3, count 1
Checking position (8/5) viable, distance 4, count 0
Checking position (8/4) viable, distance 3, count 0
Checking position (8/3) viable, distance 2, count 0
Checking position (8/2) viable, distance 3, count 0
Checking position (8/1) viable, distance 4, count 0
Checking position (7/1) viable, distance 3, count 0
Checking position (6/1) viable, distance 2, count 0
Checking position (5/1) viable, distance 3, count 0
Checking position (4/1) viable, distance 4, count 1
Checking position (4/2) viable, distance 3, count 1
Checking position (4/3) viable, distance 2, count 1
Checking position (4/4) viable, distance 3, count 1
Checking position (4/5) viable, distance 4, count 1
Checking position (5/6) viable, distance 4, count 1
Checking position (8/6) viable, distance 5, count 1
Checking position (4/6) viable, distance 5, count 1
Checking position (9/6) viable, distance 6, count 0
Checking position (9/4) viable, distance 4, count 1
Checking position (9/3) viable, distance 3, count 0
Checking position (9/2) viable, distance 4, count 0
Checking position (9/1) viable, distance 5, 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 0
Checking position (6/0) viable, distance 3, count 0
Checking position (5/0) viable, distance 4, count 0
Checking position (4/0) viable, distance 5, count 1
Checking position (3/0) viable, distance 6, count 1
Checking position (3/1) viable, distance 5, count 0
Checking position (5/7) viable, distance 5, count 0
Checking position (6/7) viable, distance 6, count 0
Checking position (4/7) viable, distance 6, count 2
Checking position (10/5) viable, distance 6, count 1
Checking position (10/4) viable, distance 5, count 0
Checking position (10/3) viable, distance 4, count 1
Checking position (10/2) viable, distance 5, count 0
Checking position (10/1) viable, distance 6, count 0
Checking position (11/4) viable, distance 6, count 1
Checking position (11/3) viable, distance 5, count 0
found 17 viable fields
Top 1: Pos(4/3) / Dist 2 / Targets 1
Top 2: Pos(5/4) / Dist 2 / Targets 1
Top 3: Pos(3/0) / Dist 6 / Targets 1
Top 4: Pos(4/0) / Dist 5 / Targets 1
Top 5: Pos(9/4) / Dist 4 / Targets 1
Top 6: Pos(4/7) / Dist 6 / Targets 2
Top 7: Pos(10/3) / Dist 4 / Targets 1
Top 8: Pos(10/5) / Dist 6 / Targets 1
Top 9: Pos(11/4) / Dist 6 / Targets 1
Top 10: Pos(4/6) / Dist 5 / Targets 1
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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim 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)

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(6/8) / Dist5 / 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 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 (7/7) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 2
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (5/10) cost is 6
found 5 valid attack positions, closest at (7/8) (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 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 (8/5) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (6/9) cost is 15
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (5/10) cost is 13
found 4 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 Luna 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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)

BS.advanceIni log
Removing Frija 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 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: 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 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)

runEffExpOrk: 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 Ork: Removing durable effect fumble_falldown
 
(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 Ilgar on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Ork 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: Ork) 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(6/8) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 24 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)

Handling Death of Character Ork
 
(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 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 locked door state for 0_5 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 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 0_1
 
(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_6
 
(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 f1087
 
(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_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( 0_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)

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)

Calling returnfunc doorClicked( 0_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 OnTrigger( 0_f1089 )
 
(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 f1089 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)

Adding monster (id: 26) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 26) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 1) to delayed spawn queue. spawnRound: 3
 
(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)

[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: 

 
(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): 
zweihaender 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 schwerter
 
(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)

bcb for NPC Oger(battle/ogre): 
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 Oger(battle/ogre), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Oger on Position 0Adding Char Fireno on Position 1Adding Char Ork on Position 2Adding Char Ork 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 Oger in state current following path from (5/2) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger ID 9, 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 (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 12
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (8/9) cost is 11
Calculating cost to destination (8/5) cost is 7
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (8/9) cost is 11
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (10/9) cost is 13
Calculating cost to destination (9/10) cost is 13
found 22 valid attack positions, closest at (7/5) (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 Oger 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 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: Oger) 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 Oger 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)

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 (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 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 (0/4) cost is 12
Calculating cost to destination (1/3) cost is 12
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (1/5) cost is 10
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (2/5) 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 (3/6) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (8/5) 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 19 valid attack positions, closest at (6/5) (dist: 5), moving --- done

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

AILog: Starting to Think for Fireno 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 Fireno 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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (2/4) to (6/6), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
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 (6/7) cost is 8
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (8/5) cost is 10
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (6/6) cost is 7
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 12
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (8/9) cost is 12
Calculating cost to destination (9/8) cost is 14
Calculating cost to destination (10/9) cost is 16
Calculating cost to destination (9/10) cost is 14
found 19 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 Ork 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 Ork 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork 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 Ork 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 (9/7) 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 12
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/5) cost is 7
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (10/9) cost is 13
Calculating cost to destination (9/10) cost is 11
found 18 valid attack positions, closest at (6/7) (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: 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 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 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 (5/7) 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 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 (6/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 3
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (4/4) cost is 6
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (5/5) cost is 4
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (8/5) cost is 7
Calculating cost to destination (2/1) cost is 11
Calculating cost to destination (3/0) cost is 11
Calculating cost to destination (4/1) cost is 9
Calculating cost to destination (3/2) cost is 9
found 14 valid attack positions, closest at (5/7) (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 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(6/7) / Dist3 / 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)

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

Character Ork 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 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 (9/7) cost is 7
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 9
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (7/8) cost is 8
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 8
Calculating cost to destination (4/7) cost is 4
Calculating cost to destination (5/6) cost is 2
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (8/9) cost is 10
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 12
found 16 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: 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 7, 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 Ilgar 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 Ork 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 Ork in state current following path from (3/2) to (4/7), 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 (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 14
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (8/5) cost is 9
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (9/8) cost is 13
Calculating cost to destination (10/9) cost is 15
Calculating cost to destination (9/10) cost is 15
found 15 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 Ork 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 Ork 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 -5, original cost 8, effective cost 16, delta -8
 
(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 Frija 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)

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 Oger 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: Oger) 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)

No Sound for gethit of NPC Oger(battle/ogre) 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 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 Ork 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: Ork) 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)

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

Character Frija in state none following path from (10/6) to (8/4), escaping: False
 
(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 Oger on Position 1Adding Char Ork 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)

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 Oger is in rangegot enough BP, attacking --- done

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 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 Oger canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/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 Oger ID 9, 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 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: Oger) 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 Oger 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)

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 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: Ork) 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 Ork 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 9, 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): 

 
(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 Luna 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)

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 (7/8) to (6/8), 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 (6/5) cost is 15
Calculating cost to destination (4/6) cost is 16
Calculating cost to destination (5/5) cost is 16
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (6/5) cost is 15
Calculating cost to destination (7/4) cost is 15
Calculating cost to destination (3/7) cost is 14
Calculating cost to destination (4/6) cost is 16
Calculating cost to destination (4/8) cost is 4
found 9 valid attack positions, closest at (6/8) (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)

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
Target Ork is in rangegot enough BP, attacking --- done

 
(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)

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 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 (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 (6/5) cost is 13
Calculating cost to destination (4/6) cost is 16
Calculating cost to destination (5/5) cost is 14
Calculating cost to destination (6/5) cost is 13
Calculating cost to destination (7/4) cost is 13
Calculating cost to destination (3/7) cost is 16
Calculating cost to destination (4/6) cost is 16
Calculating cost to destination (4/8) cost is 8
found 8 valid attack positions, closest at (4/8) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Luna from queue
Checking 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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 (4/8) 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 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 (5/7)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 17
Calculating cost to destination (4/6) cost is 14
Calculating cost to destination (5/5) cost is 16
Calculating cost to destination (6/5) cost is 17
Calculating cost to destination (7/4) cost is 19
Calculating cost to destination (3/7) cost is 12
Calculating cost to destination (4/6) cost is 14
Calculating cost to destination (4/8) cost is 2
found 8 valid attack positions, closest at (4/8) (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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 Ork 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (5/7) to (5/8), 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 (7/4) cost is 4
Calculating cost to destination (9/4) cost is 12
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (7/9) cost is 5
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (4/9) cost is 4
Calculating cost to destination (8/9) cost is 6
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 8
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (6/9) cost is 4
found 16 valid attack positions, closest at (5/8) (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: 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 7, 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 Ilgar 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 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 (7/4) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (6/5) cost is 3
Calculating cost to destination (5/7) cost is 6
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (5/7) cost is 6
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (7/4) cost is 1
Calculating cost to destination (3/7) cost is 8
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (5/7) cost is 6
found 10 valid attack positions, closest at (7/4) (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: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Frija ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: 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
Queue done, rerolling

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

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Oger(battle/ogre): 
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 Oger(battle/ogre), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Oger on Position 0Adding Char Oger 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: Oger) 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 Oger ID 9, 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 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 Oger from queue
Checking Oger 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 Oger in state current following path from (3/5) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger ID 15, 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 (6/4) cost is 6
Calculating cost to destination (8/4) cost is 14
Calculating cost to destination (8/7) cost is 17
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (8/6) cost is 16
Calculating cost to destination (4/9) cost is 11
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (9/8) cost is 17
Calculating cost to destination (10/9) cost is 17
Calculating cost to destination (9/10) cost is 15
Calculating cost to destination (8/4) cost is 14
Calculating cost to destination (9/5) cost is 14
Calculating cost to destination (8/6) cost is 16
Calculating cost to destination (6/9) cost is 13
found 15 valid attack positions, closest at (6/4) (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: Oger) 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 Oger ID 15, 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 Oger from queue
Checking Hexenbesen 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Fireno 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 Fireno 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: 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 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)

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 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(6/6) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 23 by 1
 
(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)

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

Character Ork in state current following path from (5/4) to (8/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
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 (8/4) cost is 12
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (8/6) cost is 14
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (8/9) cost is 17
Calculating cost to destination (9/8) cost is 15
Calculating cost to destination (10/9) cost is 17
Calculating cost to destination (9/10) cost is 17
Calculating cost to destination (8/4) cost is 12
Calculating cost to destination (9/5) cost is 12
Calculating cost to destination (8/6) cost is 14
Calculating cost to destination (6/9) cost is 15
found 14 valid attack positions, closest at (9/5) (dist: 12), moving --- done

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

AILog: Starting to Think for Ork ID 13, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(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 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: Ilgar) 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 Ilgar 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 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: Oger) 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) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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)

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

Character Ork in state current following path from (3/5) to (1/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
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 (8/4) cost is 15
Calculating cost to destination (8/7) cost is 18
Calculating cost to destination (8/8) cost is 17
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (8/6) cost is 17
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (9/8) cost is 18
Calculating cost to destination (10/9) cost is 18
Calculating cost to destination (9/10) cost is 16
Calculating cost to destination (8/4) cost is 15
Calculating cost to destination (9/5) cost is 15
Calculating cost to destination (8/6) cost is 17
Calculating cost to destination (6/9) cost is 14
found 14 valid attack positions, closest at (4/9) (dist: 12), moving --- done

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

AILog: Starting to Think for Ork ID 14, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

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

AILog: Starting to Think for Ork 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 Ork 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 (6/9) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 18
Calculating cost to destination (6/5) cost is 20
Calculating cost to destination (5/7) cost is 19
Calculating cost to destination (5/9) cost is 3
Calculating cost to destination (5/7) cost is 19
Calculating cost to destination (6/5) cost is 20
Calculating cost to destination (3/7) cost is 15
Calculating cost to destination (4/6) cost is 17
Calculating cost to destination (5/7) cost is 19
Calculating cost to destination (7/1) cost is 13
Calculating cost to destination (8/0) cost is 11
Calculating cost to destination (9/1) cost is 9
Calculating cost to destination (0/9) cost is 10
Calculating cost to destination (1/8) cost is 12
Calculating cost to destination (1/10) cost is 8
Calculating cost to destination (5/4) cost is 18
Calculating cost to destination (6/3) cost is 16
Calculating cost to destination (6/5) cost is 20
found 18 valid attack positions, closest at (5/9) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Luna from queue
Checking 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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 Oger(battle/ogre) 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 Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Oger on Position 2Adding Char Oger 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: Ork) 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 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 Geist 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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 Oger 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: Oger) 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 Oger ID 9, 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 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 Oger from queue
Checking Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 Frija 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 Oger 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 (9/2) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
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 (8/4) cost is 5
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (5/10) cost is 14
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (8/9) cost is 10
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 12
Calculating cost to destination (8/4) cost is 5
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (6/9) cost is 12
found 17 valid attack positions, closest at (9/5) (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: Ork) 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 Ork ID 13, 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)

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

AILog: Starting to Think for Ork 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 Ork 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: 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 3 Enemies with line of sight
Top 1: Pos(6/7) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(9/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/5) / Dist4 / Targetid3: 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)

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

Character Ork in state current following path from (2/10) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
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 (8/4) cost is 18
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (4/9) cost is 5
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (5/10) cost is 5
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (4/9) cost is 5
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (9/10) cost is 9
Calculating cost to destination (8/4) cost is 18
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 7
found 16 valid attack positions, closest at (4/9) (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: 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 14, 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)

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 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)

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 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: Luna) 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 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 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 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 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: Ork) 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(6/6) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 22 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: 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 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)

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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 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: Oger) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 Oger(battle/ogre) 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 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: 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 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
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 Oger on Position 1Adding Char Hexenbesen on Position 2Adding Char Oger 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: Ork) 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 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 Geist from queue
Checking Oger 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: Oger) 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 Oger ID 9, 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 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 Oger 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 Frija 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 Oger 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 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.VisualGetHit blockHitDie
 
(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 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
Grounded 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 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 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: Ork) 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(6/6) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 21 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)

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 2 Enemies with line of sight
Top 1: Pos(9/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist4 / Targetid3: 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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 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: Ilgar) 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 Ilgar 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 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 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 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 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 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: Luna) 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 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
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: Oger) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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: 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 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 Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Oger on Position 2Adding Char Oger on Position 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 Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Oger on Position 2Adding Char Oger 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: Ork) 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 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 9, 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 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 Oger from queue
Checking Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger 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: Oger) 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(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 20 by 1
 
(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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
Grounded 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 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 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 2 Enemies with line of sight
Top 1: Pos(9/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist4 / Targetid3: 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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 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: Luna) 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 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 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 (6/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (5/7) cost is 2
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (3/7) cost is 6
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (9/4) cost is 7
Calculating cost to destination (10/5) cost is 5
Calculating cost to destination (9/6) cost is 3
Calculating cost to destination (4/10) cost is 6
Calculating cost to destination (5/4) cost is 5
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (6/5) cost is 3
found 12 valid attack positions, closest at (5/7) (dist: 2), moving --- done

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

AILog: Starting to Think for Fireno 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 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: 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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 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 Oger
 
(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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/6) to (9/6), 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 (3/7) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (9/4) cost is 6
Calculating cost to destination (10/5) cost is 4
Calculating cost to destination (9/6) cost is 2
Calculating cost to destination (4/10) cost is 7
Calculating cost to destination (5/4) cost is 4
Calculating cost to destination (6/3) cost is 6
Calculating cost to destination (6/5) cost is 2
found 9 valid attack positions, closest at (9/6) (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
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 Oger on Position 2Adding Char Ork on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Oger(battle/ogre) 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: Geist) 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 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 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 Geist 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: Ork) 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 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 Hexenbesen from queue
Checking Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
Grounded 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 Ork 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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 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 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)

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

AILog: Starting to Think for Fireno 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 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 Ilgar 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 Ilgar on Position 0Adding Char Ork 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 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 (4/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (9/4) unreachable
Calculating cost to destination (10/5) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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 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: Oger) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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
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: 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 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 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 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 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)

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)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 2, duration 5, current round 8, so 7 < 8
 
(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 Ork 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 Oger 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: Hexenbesen) 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 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 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 Hexenbesen from queue
Checking Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 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 (4/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (9/4) unreachable
Calculating cost to destination (10/5) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) 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 Ilgar 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: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
Grounded 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 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: Fireno) 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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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)

BC.VisualBlock block
 
(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 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 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 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 Luna 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 Luna 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: 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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger 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)

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

Character Hexenbesen 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 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 (3/7) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (5/4) cost is 4
Calculating cost to destination (6/3) cost is 6
Calculating cost to destination (6/5) cost is 2
found 6 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 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: Oger) 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 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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 Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 Frija is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Oger 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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) unreachable
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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 Oger(battle/ogre) 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 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 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 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)

runEffExpGeist: Removing battle effect conjuredcreature_die, 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 Geist: Removing durable effect conjuredcreature_die
 
(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 Hexenbesen on Position 0Adding Char Oger 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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 Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) unreachable
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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 14, current BP 8
Grounded 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 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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 Oger(battle/ogre) 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)

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 (4/6), 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 (3/7) cost is 4
Calculating cost to destination (4/6) cost is 2
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (5/4) cost is 3
Calculating cost to destination (6/3) cost is 5
found 5 valid attack positions, closest at (4/6) (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
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 Oger on Position 1Adding Char Ilgar on Position 2Adding Char Ork 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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 Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) unreachable
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 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: Fireno) 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 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 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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)

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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 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 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.VisualGetHit blockHit
 
(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 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: 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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 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: Oger) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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 Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 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 (4/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) unreachable
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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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)

BC.VisualBlock block
 
(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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 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 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 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 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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 11, current round 13, so 12 < 13
 
(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)

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 Oger on Position 0Adding Char Fireno 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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)

BC.VisualBlock block
 
(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)

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 (4/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/3) unreachable
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: Oger) 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(6/4) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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: 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 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)

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

AILog: Starting to Think for Frija ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Oger 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 Oger
 
(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 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
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 Ork on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Oger(battle/ogre) 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: 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 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)

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 (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 0
Checking position (8/11) viable, distance 3, count 2
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 2
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 1
Checking position (7/6) viable, distance 5, count 1
Checking position (6/6) viable, distance 6, count 1
Checking position (6/7) viable, distance 5, count 1
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 1
Checking position (8/5) viable, distance 5, count 2
Checking position (7/5) viable, distance 6, count 2
Checking position (5/10) viable, distance 5, count 0
Checking position (5/11) viable, distance 6, count 1
Checking position (10/4) viable, distance 6, count 2
Checking position (9/4) viable, distance 5, count 2
Checking position (8/4) viable, distance 6, count 1
found 19 viable fields
Top 1: Pos(9/11) / Dist 2 / Targets 1
Top 2: Pos(8/10) / Dist 2 / Targets 1
Top 3: Pos(8/5) / Dist 5 / Targets 2
Top 4: Pos(7/5) / Dist 6 / Targets 2
Top 5: Pos(6/11) / Dist 5 / Targets 1
Top 6: Pos(9/5) / Dist 4 / Targets 1
Top 7: Pos(9/4) / Dist 5 / Targets 2
Top 8: Pos(8/4) / Dist 6 / Targets 1
Top 9: Pos(5/11) / Dist 6 / Targets 1
Top 10: Pos(10/4) / Dist 6 / Targets 2
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 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 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(4/7) / Dist5 / 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)

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 (4/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/7) unreachable
Calculating cost to destination (4/10) unreachable
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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
Grounded 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 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 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)

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 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: Fireno) 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 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 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 (6/4) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (3/7) cost is 7
Calculating cost to destination (4/10) cost is 9
found 2 valid attack positions, closest at (3/7) (dist: 7), moving --- done

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

AILog: Starting to Think for Frija 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 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: 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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, 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 Hexenbesen: Removing durable effect 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 Fireno 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)

Handling Death of Character Ork
 
(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 Frija 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 (6/7) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (4/10) cost is 8
found 1 valid attack positions, closest at (4/10) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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 (3/7) to (2/7), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/10) cost is 10
found 1 valid attack positions, closest at (4/10) (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)

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 (9/11)
Maximum Distance for approach is 2
Checking position (10/11) viable, distance 1, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (9/10) viable, distance 1, count 0
Checking position (8/10) viable, distance 2, count 0
Checking position (8/11) viable, distance 1, count 1
Checking position (11/11) viable, distance 2, count 0
Checking position (11/10) viable, distance 3, count 0
Checking position (11/9) viable, distance 4, count 0
Checking position (10/9) viable, distance 3, count 0
Checking position (9/9) viable, distance 2, count 0
Checking position (8/9) viable, distance 3, count 0
Checking position (7/9) viable, distance 4, count 0
Checking position (7/10) viable, distance 3, count 0
Checking position (7/11) viable, distance 2, count 1
Checking position (11/8) viable, distance 5, count 0
Checking position (10/8) viable, distance 4, count 0
Checking position (9/8) viable, distance 3, count 0
Checking position (8/8) viable, distance 4, count 0
Checking position (6/9) viable, distance 5, count 0
Checking position (6/10) viable, distance 4, count 1
Checking position (6/11) viable, distance 3, count 1
Checking position (11/7) viable, distance 6, count 0
Checking position (10/7) viable, distance 5, count 0
Checking position (9/7) viable, distance 4, count 0
Checking position (8/7) viable, distance 5, count 0
Checking position (7/7) viable, distance 6, count 0
Checking position (5/10) viable, distance 5, count 0
Checking position (5/11) viable, distance 4, count 1
Checking position (10/6) viable, distance 6, count 0
Checking position (9/6) viable, distance 5, count 0
Checking position (8/6) viable, distance 6, count 1
Checking position (4/10) viable, distance 6, count 0
Checking position (4/11) viable, distance 5, count 1
found 7 viable fields
Top 1: Pos(8/11) / Dist 1 / Targets 1
Top 2: Pos(7/11) / Dist 2 / Targets 1
Top 3: Pos(8/6) / Dist 6 / Targets 1
Top 4: Pos(4/11) / Dist 5 / Targets 1
Top 5: Pos(5/11) / Dist 4 / Targets 1
Top 6: Pos(6/10) / Dist 4 / Targets 1
Top 7: Pos(6/11) / Dist 3 / Targets 1
found at least one field to move to (8/11), 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 (8/11) to (8/11), 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: 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 1 Enemies with line of sight
Top 1: Pos(4/9) / Dist4 / Targetid6: 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 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 (5/6) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (4/8) cost is 5
Calculating cost to destination (4/10) cost is 11
found 2 valid attack positions, closest at (4/8) (dist: 5), moving --- done

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

BS.advanceIni log
Removing Frija from queue
Checking 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 14, current BP 8
Grounded 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 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 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)

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)

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 (3/6) 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/10) cost is 10
found 1 valid attack positions, closest at (4/10) (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
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 Fireno on Position 1Adding Char Ork 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 Ilgar 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 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 (2/7)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/10) cost is 7
found 1 valid attack positions, closest at (4/10) (dist: 7), 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 Fireno 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 (4/10) cost is 5
found 1 valid attack positions, closest at (4/10) (dist: 5), moving --- done

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

AILog: Starting to Think for Fireno 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 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 14, current BP 8
Grounded 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 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(4/9) / Dist4 / Targetid6: 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 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 (2/7) to (1/8), 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 (4/10) cost is 10
found 1 valid attack positions, closest at (4/10) (dist: 10), 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 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 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)

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

AILog: Starting to Think for Frija 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)

runEffExpLuna: Removing battle effect fumble_stumble, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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 Fireno 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)

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 (5/10) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (4/10) cost is 3
found 1 valid attack positions, closest at (4/10) (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 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(4/9) / Dist4 / Targetid6: 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 14, current BP 8
Grounded 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)

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 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 (1/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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: 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 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)

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

AILog: Starting to Think for Frija 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)

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 Fireno on Position 2Adding Char Berthold on Position 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 Tim on Position 0Adding Char Ilgar 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)

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_5
 
(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_7 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)

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_6
 
(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 f1089
 
(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_head

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

got a container: et_head (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)

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_statbraz )
 
(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_stattai )
 
(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 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 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 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)

MagicSkill execute _caster Tim, cAE current 5, original cost 4, effective cost 4, delta 0
 
(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_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_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)

setting Lever 'lever' Angle to 20, position 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap )
 
(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)

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)

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)

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)

Door too far with 32.29213 sqr
 
(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)

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 3: WeatherForecast[ Clouds closed Wind storm Rain none, Temp -17 - -8 = uwsValue 3 ]
 
(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: 4.626560 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)

Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 4427 unused Assets to reduce memory usage. Loaded Objects now: 12710.
Total: 34.894718 ms (FindLiveObjects: 0.750400 ms CreateObjectMapping: 0.516480 ms MarkObjects: 19.320320 ms  DeleteObjects: 13.900160 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 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)

setting Lever 'lever' Angle to 20, position 1
 
(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)

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)

runEffExpTim: Removing nonbattle effect flimflam, started at 470.2333, duration 0.375, current time 470.6088, so 470.6083 < 470.6088
 
(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)

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/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 471.0005 season 3 area general: WeatherForecast[ Clouds closed Wind storm Rain none, Temp -17 - -8 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_5 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 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 0_1
 
(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_6
 
(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)

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)

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: item_19 (UnityEngine.BoxCollider) (item_19), container 
container is null, itemdrop item: item_19 (CraftyDDItem)
itemdrop container: inventory08 (item_19)

 
(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)

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

Forcing locked door state for 0_5 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 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 0_1
 
(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_6
 
(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)

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: item_161 (UnityEngine.BoxCollider) (item_161), container 
container is null, itemdrop item: item_161 (CraftyDDItem)
itemdrop container: inventory07 (item_161)

 
(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: 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)

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)

Calling returnfunc OnTrigger( 0_f1087 )
 
(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 f1087 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)

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)

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

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Fireno on Position 1Adding Char Ork on Position 2Adding Char Ork 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: Ork) 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(1/5) / Dist5 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 25 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: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(5/1) / Dist7 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(1/5) / Dist7 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 25 by 1
 
(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)

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

Character Ork in state current following path from (2/5) to (6/5), escaping: False
 
(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
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 5
Calculating cost to destination (7/6) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/10) cost is 10
found 20 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: 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 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)

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)

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

Character Ork 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 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 (5/6) cost is 5
Calculating cost to destination (7/6) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/10) cost is 10
found 19 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 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 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 Ork 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 (5/8) 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 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 (6/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 7
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/5) cost is 7
Calculating cost to destination (5/7) cost is 3
found 6 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 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 (7/8) 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 5
Grounded check passed
CanDoSomething check passed
Escaping 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 8
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (5/5) cost is 8
found 5 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 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 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 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 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 (8/5) 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 (5/5) cost is 7
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (5/5) cost is 7
found 4 valid attack positions, closest at (6/4) (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 Tim on Position 0Adding Char Ork 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)

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 (4/6) 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 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 (5/7)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 4
Calculating cost to destination (4/6) cost is 2
Calculating cost to destination (5/5) cost is 4
found 3 valid attack positions, closest at (4/6) (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 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 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: Ork) 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(5/6) / Dist2 / Targetid1: 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 24 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: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(5/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist3 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 24 by 1
 
(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 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 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.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 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 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)

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: 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 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 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
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 Ork 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: Ork) 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(5/6) / Dist2 / Targetid1: 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 23 by 1
 
(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 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 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: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(5/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist3 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 23 by 1
 
(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 Ork
 
(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 Berthold 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 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(6/5) / Dist2 / 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 Ork canAct + !grounded, turn placed

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

BC.VisualBlock 
 
(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 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: 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 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 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 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 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 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)

runEffExpFrija: 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 Frija: Removing durable effect fumble_falldown
 
(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 Ork 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 Ilgar in state current following path from (6/7) 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 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 (6/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 4
found 1 valid attack positions, closest at (5/5) (dist: 4), moving --- done

 
(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: Frija) 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 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)

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 Fireno ID 1, 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) / Dist3 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 22 by 1
 
(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 Ork
 
(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 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 locked door state for 0_5 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 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 0_1
 
(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_6
 
(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 f1087
 
(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_shithole )
 
(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_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( 0_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)

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_f1089 )
 
(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 f1089 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)

Adding monster (id: 26) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 26) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 1) 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)

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 Ork(battle/orc_avg_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 

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

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Oger(battle/ogre): 
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 Oger(battle/ogre), objectrep list empty
 
(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)

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

Character Oger in state current following path from (6/7) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger ID 9, 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 (1/9) cost is 8
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (3/9) cost is 6
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (6/12) cost is 8
Calculating cost to destination (5/13) cost is 10
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (3/7) cost is 4
Calculating cost to destination (4/8) cost is 4
Calculating cost to destination (3/9) cost is 6
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 6
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/9) cost is 4
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (7/11) cost is 6
Calculating cost to destination (6/12) cost is 8
found 24 valid attack positions, closest at (6/8) (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: Oger) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger 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)

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

Character Ork in state current following path from (2/3) to (2/8), 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 (1/9) cost is 9
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (6/12) cost is 15
Calculating cost to destination (5/13) cost is 17
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 11
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (5/9) cost is 9
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (6/12) cost is 15
found 23 valid attack positions, closest at (2/8) (dist: 7), moving --- done

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

AILog: Starting to Think for Ork 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 Ork 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 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (5/3) to (4/8), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/9) cost is 11
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/12) cost is 13
Calculating cost to destination (5/13) cost is 15
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
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (7/11) cost is 11
Calculating cost to destination (6/12) cost is 13
found 21 valid attack positions, closest at (4/8) (dist: 7), moving --- done

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

AILog: Starting to Think for Ork 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 Ork 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 19, 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): 
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 Ork 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)

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 (4/9) to (4/9), 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 (4/7) cost is 4
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (4/9) cost is 2
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (2/7) cost is 6
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (4/5) cost is 6
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (4/7) cost is 4
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (2/3) cost is 10
Calculating cost to destination (3/2) cost is 10
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (3/4) cost is 8
found 16 valid attack positions, closest at (4/9) (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)

AILog: Starting to Think for Geist 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 Ork is in rangegot enough BP, attacking --- done

 
(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: Ork) 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 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 (3/4) to (3/7), 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 (1/9) cost is 8
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (4/12) cost is 14
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (6/12) cost is 14
Calculating cost to destination (5/13) cost is 16
Calculating cost to destination (3/7) cost is 4
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (3/11) cost is 12
Calculating cost to destination (4/10) cost is 10
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (4/12) cost is 14
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/11) cost is 12
Calculating cost to destination (6/12) cost is 14
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (4/10) cost is 10
found 23 valid attack positions, closest at (3/7) (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: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 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 = 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 Ork 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 20, 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)

No Sound for gethit of NPC Oger(battle/ogre) 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 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 23, original cost 6, effective cost 14, delta -8
 
(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 Ork 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 Ork in state current following path from (4/7) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 (1/9) cost is 6
Calculating cost to destination (3/9) cost is 8
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (3/9) cost is 8
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 6
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/9) cost is 4
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (7/11) cost is 8
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (3/9) cost is 8
Calculating cost to destination (5/9) cost is 4
Calculating cost to destination (4/10) cost is 6
found 22 valid attack positions, closest at (5/9) (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)

AILog: Starting to Think for Ork 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 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: Ork) 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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state none following path from (5/10) to (5/10), 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: 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)

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)

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 29, original cost 8, effective cost 16, delta -8
 
(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 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 Ork is in rangegot enough BP, attacking --- done

 
(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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 none following path from (6/12) 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 (4/7) cost is 10
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (3/6) cost is 12
Calculating cost to destination (4/7) cost is 10
found 9 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
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 Oger 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: Hexenbesen) 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 Hexenbesen ID 12, 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 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 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: Ork) 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 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 Geist from queue
Checking Oger 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: Oger) 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 Oger ID 9, 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 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 Oger 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 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(5/9) / Dist2 / 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: 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)

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 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(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 21 by 1
 
(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 (7/10) to (7/10), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (1/8) cost is 14
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (3/6) cost is 12
Calculating cost to destination (4/7) cost is 10
found 9 valid attack positions, closest at (7/8) (dist: 6), 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)

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 5
Grounded check passed
CanDoSomething check passed
Escaping 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 (5/8) cost is 5
Calculating cost to destination (1/8) cost is 11
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (7/8) cost is 1
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (4/7) cost is 5
found 11 valid attack positions, closest at (7/8) (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: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger 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 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: 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 Ork canAct + !grounded, turn placed

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

BC.VisualBlock 
 
(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 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: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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 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)

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 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)

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

bcb for NPC Oger(battle/ogre): 
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 Oger(battle/ogre), objectrep list empty
 
(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 Oger on Position 2Adding Char Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 Ork 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 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: Ork) 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 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 Geist from queue
Checking Oger 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: Oger) 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 Oger ID 9, 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 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 Oger from queue
Checking Oger 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 Oger in state current following path from (2/6) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger ID 15, 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 (1/9) cost is 5
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (2/10) cost is 7
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 9
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/10) cost is 9
Calculating cost to destination (7/11) cost is 11
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (6/10) 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 (3/9) cost is 9
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (1/7) cost is 3
Calculating cost to destination (2/6) cost is 1
found 22 valid attack positions, closest at (2/6) (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: Oger) 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 Oger ID 15, 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 Hexenbesen is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Oger 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Ork ID 13, current BP 8
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 (1/9) cost is 8
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (2/10) cost is 10
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
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (5/11) cost is 14
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (5/11) cost is 14
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (6/12) cost is 12
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (1/7) cost is 6
found 21 valid attack positions, closest at (7/7) (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: 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 13, 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 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: Luna) 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 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 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: Ork) 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(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 20 by 1
 
(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 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 2 Enemies with line of sight
Top 1: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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 22 by 1
 
(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: 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(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)

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 2 Enemies with line of sight
Top 1: Pos(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid3: 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 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: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork 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)

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)

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

Character Ork in state current following path from (7/6) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 14, current BP 8
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 (1/9) cost is 10
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (2/10) cost is 12
Calculating cost to destination (8/8) cost is 4
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (4/10) cost is 14
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (5/11) cost is 12
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (8/10) cost is 6
Calculating cost to destination (7/11) cost is 8
Calculating cost to destination (5/11) cost is 12
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (7/11) cost is 8
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (4/10) cost is 14
Calculating cost to destination (1/7) cost is 8
found 20 valid attack positions, closest at (8/8) (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 14, 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Oger(battle/ogre) 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
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: 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 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 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
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 Oger on Position 2Adding Char Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 Ork 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 Hexenbesen from queue
Checking Geist 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 Geist on Position 0Adding Char Oger on Position 1Adding Char Oger 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: Geist) 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 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 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 Geist from queue
Checking Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 9, 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 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 Oger from queue
Checking Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger from queue
Checking Ork 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: 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 13, current BP 8
Grounded 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 blockHitBumbler
 
(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 Ork 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)

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)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Ork 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: Ork) 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 3 Enemies with line of sight
Top 1: Pos(8/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 21 by 1
 
(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 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 Ork 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: Ork) 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 2 Enemies with line of sight
Top 1: Pos(3/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 19 by 1
 
(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 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(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid3: 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: 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 Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 = 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 14, current BP 8
Grounded 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 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 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: Luna) 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 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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
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)

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 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: 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 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 Oger 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: Hexenbesen) 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 Hexenbesen ID 12, 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 Ork 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 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: Ork) 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 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 Geist from queue
Checking Oger 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 blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 9, 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 Frija 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 Oger on Position 0Adding Char Fireno on Position 1Adding Char Ork on Position 2Adding Char Oger on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ork on Position 1Adding Char Oger 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: Ork) 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 2 Enemies with line of sight
Top 1: Pos(3/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 18 by 1
 
(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 hit
 
(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 13, current BP 8
Grounded 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger 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: Ork) 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 3 Enemies with line of sight
Top 1: Pos(8/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 20 by 1
 
(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 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 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 Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 = 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 14, current BP 8
Grounded 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock 
 
(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: 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 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 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(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid3: 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 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: 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 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 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 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)

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: 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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_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 Frija: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpOger: 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 Oger: 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 Oger on Position 1Adding Char Geist on Position 2Adding Char Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 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 Hexenbesen from queue
Checking Oger canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger ID 15, 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 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 Oger from queue
Checking Geist 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: Geist) 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 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 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 Geist from queue
Checking Oger 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: Oger) 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 Oger ID 9, 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 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 Oger 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 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 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 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 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.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)

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 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 3 Enemies with line of sight
Top 1: Pos(8/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 19 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 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 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 2 Enemies with line of sight
Top 1: Pos(3/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 17 by 1
 
(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 hit
 
(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 14, current BP 8
Grounded 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 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 13, current BP 8
Grounded 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 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 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(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid3: 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 hit
 
(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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock 
 
(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)

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 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 5, duration 1, current round 7, so 6 < 7
 
(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 Hexenbesen on Position 0Adding Char Oger on Position 1Adding Char Geist on Position 2Adding Char Oger 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: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 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 Hexenbesen from queue
Checking Oger 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: Oger) 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 Oger ID 9, 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 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 Oger 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: Ork) 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 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 Geist from queue
Checking Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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 13, current BP 8
Grounded 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 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)

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 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 2 Enemies with line of sight
Top 1: Pos(3/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 16 by 1
 
(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: 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)

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 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 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 3 Enemies with line of sight
Top 1: Pos(8/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist2 / 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 18 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)

Handling Death of Character Ork
 
(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 Ork on Position 2Adding Char Ork 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: 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 2 Enemies with line of sight
Top 1: Pos(5/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid3: 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 Frija 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 Frija on Position 0Adding Char Ork 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: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 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 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: Luna) 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 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 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 (5/9) to (5/8), 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 (4/7) cost is 4
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (4/7) cost is 4
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (1/6) cost is 8
Calculating cost to destination (2/5) cost is 8
Calculating cost to destination (3/6) cost is 6
found 13 valid attack positions, closest at (5/8) (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)

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)

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)

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

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

runEffExpGeist: Removing battle effect fumble_weaponlost, 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 Geist: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHexenbesen: 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 Hexenbesen: 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 Oger on Position 2Adding Char Oger 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 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 Ork is in rangegot enough BP, attacking --- done

 
(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: Ork) 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)

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

AILog: Starting to Think for Hexenbesen ID 12, 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 Ork is in rangegot enough BP, attacking --- done

 
(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)

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

AILog: Starting to Think for Oger ID 9, 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 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 = 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 Oger from queue
Checking Oger 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: Oger) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Oger ID 15, 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 Hexenbesen 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 = 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 Oger from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Ork ID 13, current BP 8
Grounded 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: Ork) atready = True, defready = True
 
(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 Ork 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 4, original cost 6, effective cost 19, delta -13
 
(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 Tim 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 Tim on Position 0Adding Char Luna 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)

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: Ork) 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
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 (15)
Crow 2, Normal AT, doing 0 Damage
Crow 3, Attack missed (19)
Crow 4, lucky 1, ignore RS of opponent, doing 3 Damage
Crow 5, Normal AT, doing 0 Damage
Crow 6, Attack missed (18)
Crow 7, lucky 1, ignore RS of opponent, doing 4 Damage
Crow 8, Attack missed (17)
Crow 9, Attack missed (16)
Crow 10, Attack missed (14)
Crow 11, Attack missed (20)
Crow 12, Attack missed (12)
Crow 13, Normal AT, doing 3 Damage
Crow 14, Attack missed (16)

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

MagicSkill execute _caster Luna, cAE current 18, 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 Oger(battle/ogre) defined, and no default available
 
(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)

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

No Sound for dead of NPC Oger(battle/ogre) 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 Oger
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Ork on Position 1Adding Char Berthold on Position 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)

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)

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)

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 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 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: Luna) 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 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)

BC.VisualBlock block
 
(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: 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)

runEffExpOrk: Removing battle effect fumble_selfhurthard, 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 Ork: Removing durable effect fumble_selfhurthard
 
(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 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Hexenbesen ID 12, 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Ork) 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 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 Geist 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: Ork) 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(4/8) / Dist2 / 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 15 by 1
 
(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 Ork
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Oger on Position 1Adding Char Berthold on Position 2Adding Char Ork 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 Ilgar 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 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 (7/10)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (1/6) cost is 10
Calculating cost to destination (2/5) cost is 10
Calculating cost to destination (3/6) cost is 8
found 6 valid attack positions, closest at (8/7) (dist: 4), moving --- done

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

BS.advanceIni log
Removing Ilgar from queue
Checking Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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 (6/7) 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 (6/7) cost is 2
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (8/7) cost is 6
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 4
found 6 valid attack positions, closest at (6/7) (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: 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 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 13, current BP 8
Grounded 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 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 (3/7) 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 5
Grounded check passed
CanDoSomething check passed
Escaping 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 8
Calculating cost to destination (1/6) cost is 4
Calculating cost to destination (2/5) cost is 4
Calculating cost to destination (3/6) cost is 2
found 5 valid attack positions, closest at (3/6) (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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 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)

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 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)

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 (6/10) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 10
Calculating cost to destination (1/6) cost is 10
Calculating cost to destination (2/5) cost is 10
found 4 valid attack positions, closest at (7/6) (dist: 8), moving --- done

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

runEffExpTim: 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 Tim: Removing durable effect fumble_weaponlost
 
(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 Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Oger 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Hexenbesen ID 12, 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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 (3/9) to (1/6), 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 (7/6) cost is 6
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (1/6) cost is 6
Calculating cost to destination (2/5) cost is 6
found 4 valid attack positions, closest at (1/6) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Geist from queue
Checking Oger 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: Oger) 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 Oger ID 15, 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 Luna is in rangegot enough BP, attacking --- done

 
(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 Oger 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 Oger 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 (5/7) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (2/5) cost is 7
found 3 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 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 (8/7) 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 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 (8/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (8/7) cost is 1
Calculating cost to destination (2/5) cost is 9
found 3 valid attack positions, closest at (8/7) (dist: 1), 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 Ilgar 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 Ilgar ID 4, current BP 2
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 -1 (BP left 2), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (2/5) cost is 8
found 2 valid attack positions, closest at (7/6) (dist: 2), 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)

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
trying to Approach for LOS-Attack, origin (2/9)
Maximum Distance for approach is 2
Checking position (2/10) viable, distance 1, count 1
Checking position (3/10) viable, distance 2, count 1
Checking position (3/9) viable, distance 1, count 1
Checking position (3/8) viable, distance 2, count 1
Checking position (2/8) viable, distance 1, count 0
Checking position (1/8) viable, distance 2, count 1
Checking position (1/9) viable, distance 1, count 0
Checking position (1/10) viable, distance 2, count 1
Checking position (2/11) viable, distance 2, count 1
Checking position (3/11) viable, distance 3, count 1
Checking position (1/11) viable, distance 3, count 1
Checking position (4/11) viable, distance 4, count 1
Checking position (4/10) viable, distance 3, count 2
Checking position (4/9) viable, distance 2, count 2
Checking position (4/8) viable, distance 3, count 1
Checking position (4/7) viable, distance 4, count 1
Checking position (3/7) viable, distance 3, count 0
Checking position (1/7) viable, distance 3, count 0
Checking position (0/7) viable, distance 4, count 1
Checking position (0/8) viable, distance 3, count 1
Checking position (0/9) viable, distance 2, count 1
Checking position (0/10) viable, distance 3, count 1
Checking position (0/11) viable, distance 4, count 1
Checking position (2/12) viable, distance 3, count 1
Checking position (3/12) viable, distance 4, count 1
Checking position (1/12) viable, distance 4, count 1
Checking position (4/12) viable, distance 5, count 1
Checking position (0/12) viable, distance 5, count 1
Checking position (5/12) viable, distance 6, count 1
Checking position (5/11) viable, distance 5, count 2
Checking position (5/10) viable, distance 4, count 2
Checking position (5/9) viable, distance 3, count 2
Checking position (5/8) viable, distance 4, count 2
Checking position (5/6) viable, distance 6, count 1
Checking position (4/6) viable, distance 5, count 0
Checking position (0/6) viable, distance 5, count 0
Checking position (2/13) viable, distance 4, count 1
Checking position (3/13) viable, distance 5, count 1
Checking position (1/13) viable, distance 5, count 1
Checking position (4/13) viable, distance 6, count 1
Checking position (0/13) viable, distance 6, count 1
Checking position (6/11) viable, distance 6, count 1
Checking position (6/10) viable, distance 5, count 1
Checking position (6/9) viable, distance 4, count 2
Checking position (6/8) viable, distance 5, count 1
Checking position (2/14) viable, distance 5, count 1
Checking position (3/14) viable, distance 6, count 1
Checking position (1/14) viable, distance 6, count 1
Checking position (7/10) viable, distance 6, count 1
Checking position (7/9) viable, distance 5, count 1
found 44 viable fields
Top 1: Pos(4/9) / Dist 2 / Targets 2
Top 2: Pos(3/9) / Dist 1 / Targets 1
Top 3: Pos(2/10) / Dist 1 / Targets 1
Top 4: Pos(2/11) / Dist 2 / Targets 1
Top 5: Pos(0/9) / Dist 2 / Targets 1
Top 6: Pos(1/10) / Dist 2 / Targets 1
Top 7: Pos(3/10) / Dist 2 / Targets 1
Top 8: Pos(3/8) / Dist 2 / Targets 1
Top 9: Pos(1/8) / Dist 2 / Targets 1
Top 10: Pos(1/13) / Dist 5 / Targets 1
found at least one field to move to (4/9), 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 Fireno in state current following path from (3/9) to (4/9), 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: Oger) 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 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(2/6) / Dist3 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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)

Reducing Shield Item Pfeil count 14 by 1
 
(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 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 13, current BP 8
Grounded 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 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)

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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 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
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 Oger 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: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Oger) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger 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: Oger) 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 Oger ID 15, 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 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 Oger 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 (8/7) 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 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 (7/6)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 2
Calculating cost to destination (2/5) cost is 6
found 2 valid attack positions, closest at (8/7) (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 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: Oger) 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 2 Enemies with line of sight
Top 1: Pos(2/6) / Dist3 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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)

Reducing Shield Item Pfeil count 13 by 1
 
(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 13, current BP 8
Grounded 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 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: Oger) 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 Oger 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)

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 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 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 (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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 3
Calculating cost to destination (2/5) cost is 5
found 2 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 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: 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 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 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 Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Oger 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: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Hexenbesen ID 12, 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 Oger 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 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: Oger) 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 Oger is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Oger 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: Oger) 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 Oger ID 15, 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 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)

BS.advanceIni log
Removing Oger 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: Oger) 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 2 Enemies with line of sight
Top 1: Pos(2/6) / Dist3 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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)

Reducing Shield Item Pfeil count 12 by 1
 
(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 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 13, current BP 8
Grounded 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 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: Ork) 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 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)

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
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 (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 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 (8/7)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 8
found 1 valid attack positions, closest at (2/5) (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)

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: Oger) 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 Oger 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 Oger(battle/ogre) defined, and no default available
 
(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: 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)

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 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: 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 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)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 11, current round 13, so 12 < 13
 
(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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 11, current round 13, so 12 < 13
 
(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)

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 Ork on Position 1Adding Char Oger on Position 2Adding Char Ilgar 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: Oger) 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 2 Enemies with line of sight
Top 1: Pos(2/6) / Dist3 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Oger is in 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)

Reducing Shield Item Pfeil count 11 by 1
 
(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 Oger
 
(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 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: 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 13, current BP 8
Grounded 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 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 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 (7/5)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 3
found 1 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 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: Ork) 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 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)

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
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 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: 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 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: 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)

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 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)

No Sound for dead of NPC Oger(battle/ogre) 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: Ork) 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(7/7) / Dist3 / Targetid5: 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: Fireno) 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 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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: Ork) 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 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)

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
Checking Ork False && False, skipping
Removing Ork 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 Berthold on Position 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 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)

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_5
 
(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_7 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)

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_6
 
(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 f1089
 
(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 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_head

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

got a container: et_head (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)

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)

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 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_statbraz )
 
(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_stattai )
 
(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)

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)

Weatherforecast for 472.0011 season 3 area general: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -17 - -8 = uwsValue 11 ]
 
(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 0_2
 
(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 0_1
 
(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_6
 
(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_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)

DDItem dropped container: item_161 (UnityEngine.BoxCollider) (item_161), container 
container is null, itemdrop item: item_161 (CraftyDDItem)
itemdrop container: et_weapon (item_161)

 
(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)

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_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)

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

Entering Trigger of party with id 799f26e9-5c29-40c8-bb90-780513130b15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 70, position 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 15, original cost 5, effective cost 5, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Trigger of party with id 799f26e9-5c29-40c8-bb90-780513130b15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Exiting Trigger of party with id 799f26e9-5c29-40c8-bb90-780513130b15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap )
 
(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)

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)

Calling returnfunc chestClicked( 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)

Calling returnfunc chestOpened( 0_6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_6 ) 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 chestClicked( 0_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)

Calling returnfunc chestOpened( 0_5 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_5 ) 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 chestClicked( 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)

Calling returnfunc chestClicked( 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)

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 3: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -17 - -8 = uwsValue 11 ]
 
(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: 4.390080 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)

Unloading 16 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 4695 unused Assets to reduce memory usage. Loaded Objects now: 12698.
Total: 35.561920 ms (FindLiveObjects: 0.764160 ms CreateObjectMapping: 0.537920 ms MarkObjects: 21.278080 ms  DeleteObjects: 12.587840 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 open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 20, position 1
 
(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_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)

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

Entering Trigger of party with id 4eb066a3-02e7-42ff-bb18-02df22367c20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 70, position 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Trigger of party with id 4eb066a3-02e7-42ff-bb18-02df22367c20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Exiting Trigger of party with id 4eb066a3-02e7-42ff-bb18-02df22367c20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap )
 
(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)

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)

Calling returnfunc OnTrigger( 0_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)

Entering Trigger of party with id 4eb066a3-02e7-42ff-bb18-02df22367c20
 
(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 3: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -17 - -8 = uwsValue 11 ]
 
(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: 3.826240 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)

Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 90 unused Assets to reduce memory usage. Loaded Objects now: 12687.
Total: 26.173120 ms (FindLiveObjects: 0.488960 ms CreateObjectMapping: 0.153920 ms MarkObjects: 24.190079 ms  DeleteObjects: 1.027520 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 open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 20, position 1
 
(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)

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_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)

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

Entering Trigger of party with id 8a895408-fa87-4b0b-b6df-d77ba9983055
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 70, position 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Trigger of party with id 8a895408-fa87-4b0b-b6df-d77ba9983055
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Exiting Trigger of party with id 8a895408-fa87-4b0b-b6df-d77ba9983055
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 15, 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/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_trap )
 
(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)

Calling returnfunc chestClicked( 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)

Calling returnfunc chestOpened( 0_6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_6 ) 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 chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestOpened( 0_5 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_5 ) 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 chestClicked( 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)

Calling returnfunc chestClicked( 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)

Calling returnfunc chestOpened( 0_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_4 ) 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)

Entering Trigger of party with id 8a895408-fa87-4b0b-b6df-d77ba9983055
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_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)

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)

Exiting Trigger of party with id 8a895408-fa87-4b0b-b6df-d77ba9983055
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

setting Lever 'lever' Angle to 20, position 1
 
(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 0_5
 
(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_7 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)

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_6
 
(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: 3.776320 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 297 unused Assets to reduce memory usage. Loaded Objects now: 12616.
Total: 27.521280 ms (FindLiveObjects: 0.486080 ms CreateObjectMapping: 0.165120 ms MarkObjects: 21.569921 ms  DeleteObjects: 4.995520 ms)

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

Travelling on Route skelelle-phexcaer-pampa, distance 151, expected speed 0.4166667 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, event, perc 50, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: skelelle-phexcaer-pampa
Script:startDialogue("reise_dungeon_OrcCave");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_OrcCave_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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_OrcCave_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Dialog reise_dungeon_OrcCave_hl[5] 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)

runEffExpIlgar: Removing nonbattle effect flimflam, started at 472.2346, duration 0.2083333, current time 472.443, so 472.443 < 472.443
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: 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, camp_suggest, perc 53.34354, 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 53.34%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

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)

Journey is [Journey: maptext_rt_forest, Pos 53.34%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 473.0027 season 3 area general: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -5 - 3 = uwsValue 11 ]
 
(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)

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 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)

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: 473.7738

 
(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 55.00117, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: skelelle-phexcaer-pampa
Script:startDialogue("reise_ToHyggeligRoad_PhexSkel");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Calling returnfunc processtext( 0, Lasst uns doch mal die Karte rausholen, meint {0}. Während {1} die Fetzen, die ihr in den letzen Monaten mühevoll zusammengetragen habt, eingehend studiert, schaut ihr {0} erwartungsvoll an. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Lasst uns doch mal die Karte rausholen, meint Fireno. Während er die Fetzen, die ihr in den letzen Monaten mühevoll zusammengetragen habt, eingehend studiert, schaut ihr Fireno erwartungsvoll an.
 
(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 reise_ToHyggeligRoad_PhexSkel_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_ToHyggeligRoad_PhexSkel_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_ToHyggeligRoad_PhexSkel_hl[3] 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)

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

Journey stopped, camp_suggest, perc 55.82826, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 55.82%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 55.82%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

Journey is [Journey: maptext_rt_forest, Pos 55.82%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 7
Current total party hunger 204
Ration Hungermod is -20
Total Hunger 204 <= 240, sating Party completely
Remaining Ration value 36, making 1 Rations
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 474.0001 season 3 area general: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -5 - 3 = uwsValue 11 ]
 
(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)

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)

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)

Journey is [Journey: maptext_rt_forest, Pos 55.82%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

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)

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: 474.4477

 
(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 56.31093, cspeed 0.4166667
 
(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 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, camp_suggest, perc 58.31216, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 58.31%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 58.31%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

Journey is [Journey: maptext_rt_forest, Pos 58.31%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

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_forest, Pos 58.31%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

Journey is [Journey: maptext_rt_forest, Pos 58.31%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 474.9584, duration 0, current time 474.9613, so 474.9584 < 474.9613
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 474.9584, duration 0, current time 474.9613, so 474.9584 < 474.9613
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

Weatherforecast for 475.0002 season 3 area general: WeatherForecast[ Clouds many Wind stiff Rain none, Temp -5 - 3 = uwsValue 11 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 7
Current total party hunger 90
Ration Hungermod is -20
Total Hunger 90 <= 240, sating Party completely
Remaining Ration value 150, making 7 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)

runEffExpLuna: Removing nonbattle effect healattempt, started at 474.9584, duration 0.3333333, current time 475.2918, so 475.2917 < 475.2918
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect healattempt
 
(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)

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)

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: 475.875

 
(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 60.00192, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:herb
Hint:skelelle_10
Route: skelelle-phexcaer-pampa
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 60.79546, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 60.79%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 60.79%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

Weatherforecast for 476.0003 season 3 area general: WeatherForecast[ Clouds many Wind storm Rain none, Temp -5 - 3 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 1
Current total party hunger 72
Ration Hungermod is -20
Total Hunger 72 > 60, sating partly
Sating [PlayerChar 'Fireno'] CHunger 12, HungerLeft 60 Modification -12
Sating [PlayerChar 'Ilgar'] CHunger 12, HungerLeft 48 Modification -12
Sating [PlayerChar 'Frija'] CHunger 12, HungerLeft 36 Modification -12
Sating [PlayerChar 'Luna'] CHunger 12, HungerLeft 24 Modification -12
Sating [PlayerChar 'Berthold'] CHunger 12, HungerLeft 12 Modification -12
Sating [PlayerChar 'Tim'] CHunger 12, HungerLeft 0 Modification -12
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)

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)

Window MessageboxCtrl is NOT topmost, removing from stack anyways!
 
(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 60.79546, cspeed 0.375
 
(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, camp_suggest, perc 63.03095, cspeed 0.375
 
(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_forest, Pos 63.03%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 63.03%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

Weatherforecast for 477.0027 season 3 area general: WeatherForecast[ Clouds some Wind none Rain none, Temp -5 - 3 = uwsValue 13 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 3
Current total party hunger 72
Ration Hungermod is -20
Total Hunger 72 <= 120, sating Party completely
Remaining Ration value 48, making 2 Rations
 
(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 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 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 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_forest, Pos 63.03%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 477.0416, duration 0, current time 477.0444, so 477.0416 < 477.0444
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect eff_oneberry
 
(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)

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

runEffExpLuna: Removing nonbattle effect healattempt, started at 477.0416, duration 0.3333333, current time 477.375, so 477.3749 < 477.375
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Initializing Battle camp_road_6 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)

[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)

[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)

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 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 Harpyie(battle/HARPY): 

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

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

bcb for NPC Harpyie(battle/HARPY): 
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 Harpyie(battle/HARPY), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Harpyie(battle/HARPY): 
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 Harpyie(battle/HARPY), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie 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)

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 inventory20 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(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 Harpyie 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 Harpyie in state current following path from (4/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harpyie ID 8, current BP 15
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 4
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (7/11) cost is 6
Calculating cost to destination (10/9) cost is 9
Calculating cost to destination (11/8) cost is 9
Calculating cost to destination (12/9) cost is 11
Calculating cost to destination (11/10) cost is 11
Calculating cost to destination (9/11) cost is 8
Calculating cost to destination (10/12) cost is 10
Calculating cost to destination (9/13) cost is 10
Calculating cost to destination (9/10) cost is 9
Calculating cost to destination (10/9) cost is 9
Calculating cost to destination (11/10) cost is 11
Calculating cost to destination (10/11) cost is 9
Calculating cost to destination (7/12) cost is 7
Calculating cost to destination (8/11) cost is 7
Calculating cost to destination (8/13) cost is 9
Calculating cost to destination (6/9) cost is 3
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (8/9) cost is 7
found 20 valid attack positions, closest at (6/9) (dist: 3), 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: Harpyie) 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 Harpyie 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 Tim is in rangegot enough BP, attacking --- done

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

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

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

Initiative Ini Display
Adding Char Harpyie on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Harpyie 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 Harpyie 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 Harpyie ID 6, current BP 15
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 3
Calculating cost to destination (8/10) cost is 5
Calculating cost to destination (7/11) cost is 5
Calculating cost to destination (10/9) cost is 6
Calculating cost to destination (11/8) cost is 6
Calculating cost to destination (12/9) cost is 8
Calculating cost to destination (11/10) cost is 10
Calculating cost to destination (9/11) cost is 7
Calculating cost to destination (10/12) cost is 9
Calculating cost to destination (9/13) cost is 9
Calculating cost to destination (9/10) cost is 6
Calculating cost to destination (10/9) cost is 6
Calculating cost to destination (11/10) cost is 10
Calculating cost to destination (10/11) cost is 8
Calculating cost to destination (7/12) cost is 6
Calculating cost to destination (8/11) cost is 6
Calculating cost to destination (8/13) cost is 8
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (8/9) cost is 4
found 19 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: Harpyie) 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 Harpyie ID 6, current BP 13
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 17 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)

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 Harpyie 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 Harpyie in state current following path from (4/12) to (7/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harpyie ID 7, current BP 15
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 5
Calculating cost to destination (8/10) cost is 7
Calculating cost to destination (7/11) cost is 5
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (11/8) cost is 12
Calculating cost to destination (12/9) cost is 12
Calculating cost to destination (11/10) cost is 10
Calculating cost to destination (9/11) cost is 7
Calculating cost to destination (10/12) cost is 9
Calculating cost to destination (9/13) cost is 7
Calculating cost to destination (9/10) cost is 8
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (11/10) cost is 10
Calculating cost to destination (10/11) cost is 8
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (8/11) cost is 6
Calculating cost to destination (8/13) cost is 6
Calculating cost to destination (8/9) cost is 8
found 18 valid attack positions, closest at (7/12) (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: Harpyie) 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 Harpyie ID 7, current BP 11
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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 (8/11) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (6/8) cost is 9
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (6/12) cost is 5
Calculating cost to destination (7/11) cost is 3
Calculating cost to destination (7/13) cost is 3
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (6/8) cost is 9
Calculating cost to destination (6/10) cost is 5
found 9 valid attack positions, closest at (7/11) (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 Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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)

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
Target Harpyie 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 16 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)

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)

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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: 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 Tim: Removing durable effect fumble_stumble
 
(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 Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Ilgar on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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)

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

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

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 15 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 1
Grounded check passed
Too few BP to 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)

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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie(battle/HARPY) 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 Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Fireno on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 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 Harpyie 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 1
Grounded check passed
Too few BP to 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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 14 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)

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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Luna canAct + !grounded, turn placed

 
(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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 1
Grounded check passed
Too few BP to 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)

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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 13 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 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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie(battle/HARPY) 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)

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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie on Position 0Adding Char Ilgar on Position 1Adding Char Fireno on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 12 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)

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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Ilgar on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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)

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

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

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 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 Harpyie 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 11 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

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

Initiative Ini Display
Adding Char Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 1
Grounded check passed
Too few BP to 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 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: Harpyie) 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 Harpyie 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Ilgar on Position 1Adding Char Harpyie on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Harpyie(battle/HARPY) defined, and no default available
 
(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 (10/9) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 (11/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (7/13) cost is 8
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (6/10) cost is 10
found 5 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 Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie 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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Ilgar on Position 1Adding Char Harpyie on Position 2Adding Char Harpyie 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 1
Grounded check passed
Too few BP to 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 (7/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 (8/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/12) cost is 9
Calculating cost to destination (7/13) cost is 7
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (6/10) cost is 7
found 5 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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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 Berthold on Position 0Adding Char Luna 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 Berthold 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 1Clearing 2Clearing 3
 
(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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie on Position 0Adding Char Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 1
Grounded check passed
Too few BP to 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Ilgar ID 1, 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 (6/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/12) cost is 6
Calculating cost to destination (7/13) cost is 8
Calculating cost to destination (5/9) cost is 2
Calculating cost to destination (6/10) cost is 4
found 4 valid attack positions, closest at (5/9) (dist: 2), moving --- done

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

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

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 1
Grounded check passed
Too few BP to 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/12) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 Luna canAct + !grounded, turn placed

 
(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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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
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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Ilgar on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie on Position 2Adding Char Tim 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: Harpyie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(7/12) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 Harpyie canAct + !grounded, turn placed

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

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

Initiative Ini Display
Adding Char Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 1
Grounded check passed
Too few BP to 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)

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 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 (6/10) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping 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 6
Calculating cost to destination (6/10) cost is 2
found 2 valid attack positions, closest at (6/10) (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: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 (8/11) to (8/9), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/8) cost is 6
found 1 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 Berthold 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 Harpyie 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)

No Sound for dead of NPC Harpyie(battle/HARPY) defined, and no default available
 
(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 (6/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 (5/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/8) cost is 2
found 1 valid attack positions, closest at (6/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 Ilgar from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 1
Grounded check passed
Too few BP to 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)

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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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 Luna canAct + !grounded, turn placed

 
(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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie(battle/HARPY) 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)

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 (7/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (5/9) cost is 7
found 1 valid attack positions, closest at (5/9) (dist: 7), moving --- done

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

AILog: Starting to Think for Berthold 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 Berthold from queue
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (5/9) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 (6/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/9) cost is 2
found 1 valid attack positions, closest at (5/9) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 1
Grounded check passed
Too few BP to 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)

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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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)

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 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 (6/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping 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 1
found 1 valid attack positions, closest at (6/8) (dist: 1), 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 Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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)

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
Target Harpyie 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 Harpyie 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 1
Grounded check passed
Too few BP to 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)

AILog: Starting to Think for Ilgar ID 1, 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 (5/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 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 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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Ilgar on Position 1Adding Char Tim on Position 2Adding Char Harpyie 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 1
Grounded check passed
Too few BP to 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)

AILog: Starting to Think for Ilgar ID 1, 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 (5/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 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: Harpyie) 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 Harpyie 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 Tim from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 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 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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie(battle/HARPY) 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)

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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 1
Grounded check passed
Too few BP to 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)

AILog: Starting to Think for Ilgar ID 1, 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 (5/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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)

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: Harpyie) 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 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 1, 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 (5/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 1
Grounded check passed
Too few BP to 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)

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: Harpyie) 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 Harpyie 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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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)

Handling Death of Character Harpyie
 
(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 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)

Journey is [Journey: maptext_rt_forest, Pos 63.03%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 63.03%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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)

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: 477.8669

 
(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)

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

Journey stopped, event, perc 65.00025, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: skelelle-phexcaer-pampa
Script:if( getSpecialState("moor_steineichenwald") != "1" ) {
  startDialogue("Reise47_Moor_Steineichenwald");
  setSpecialState("moor_steineichenwald","1");
}
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise47_Moor_Steineichenwald_hl[1] dlgResponse 1 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise47_Moor_Steineichenwald_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, {0} sinkt plötzlich bis zu den Hüften ein und droht, vollständig unterzugehen! So schnell ihr könnt, werft ihr {1} ein Seil zu, und schließlich gelingt es euch, {0} aus dem Sumpf zu ziehen. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Tim sinkt plötzlich bis zu den Hüften ein und droht, vollständig unterzugehen! So schnell ihr könnt, werft ihr ihn ein Seil zu, und schließlich gelingt es euch, {0} aus dem Sumpf zu ziehen.
 
(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 Reise47_Moor_Steineichenwald_hl[3] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 478.0002 season 3 area general: WeatherForecast[ Clouds some Wind soft Rain none, Temp -2 - 10 = uwsValue 5 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise47_Moor_Steineichenwald_hl[4] dlgResponse 0 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise47_Moor_Steineichenwald_hl[5] dlgResponse 0 = 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [6]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise47_Moor_Steineichenwald_hl[6] dlgResponse 0 = 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise47_Moor_Steineichenwald_hl [7]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Ihr plaudert noch eine Weile, froh über diese unerwartete Gesellschaft, aber schließlich übermannt euch der Schlaf. Als ihr am nächsten Morgen aufwacht, fühlt ihr euch wundersam gestärkt, offensichtlich war das Kaninchen nicht nur mit Küchenkräutern gewürzt. Die seltsame Elfe vom Vorabend ist verschwunden, aber im Rucksack von {0} steckt ein Pergament: "Passt auf, wenn ihr von Phexcaer aus weitermarschiert. Im Nordwesten der Stadt sammeln sich die Orks, hinter Groenvelden ist (zumindest für Kinder wie euch) die Welt zu Ende, und die Bodirstraße ist auch nicht mehr das, was sie mal war. An einigen Stellen ist der Bodir so heftig über die Ufer getreten, dass man stundenlang durch ein Schilfmeer watet. Damit ihr nicht ganz hilflos seid, habe ich euch ein Rezept gegen kleinere Wehwehchen (so wie Ogerhiebe) aufgeschrieben. Vielleicht sieht man sich ja mal in Thorwal. Olimone" )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Ihr plaudert noch eine Weile, froh über diese unerwartete Gesellschaft, aber schließlich übermannt euch der Schlaf. Als ihr am nächsten Morgen aufwacht, fühlt ihr euch wundersam gestärkt, offensichtlich war das Kaninchen nicht nur mit Küchenkräutern gewürzt. Die seltsame Elfe vom Vorabend ist verschwunden, aber im Rucksack von Fireno steckt ein Pergament: "Passt auf, wenn ihr von Phexcaer aus weitermarschiert. Im Nordwesten der Stadt sammeln sich die Orks, hinter Groenvelden ist (zumindest für Kinder wie euch) die Welt zu Ende, und die Bodirstraße ist auch nicht mehr das, was sie mal war. An einigen Stellen ist der Bodir so heftig über die Ufer getreten, dass man stundenlang durch ein Schilfmeer watet. Damit ihr nicht ganz hilflos seid, habe ich euch ein Rezept gegen kleinere Wehwehchen (so wie Ogerhiebe) aufgeschrieben. Vielleicht sieht man sich ja mal in Thorwal. Olimone"
 
(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 Reise47_Moor_Steineichenwald_hl[7] 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: 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)

runEffExpFireno: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5058, so 478.5058 < 478.5058
 
(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)

runEffExpIlgar: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5062, so 478.5058 < 478.5062
 
(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)

runEffExpFrija: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5065, so 478.5058 < 478.5065
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

runEffExpLuna: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5069, so 478.5058 < 478.5069
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

runEffExpBerthold: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5072, so 478.5058 < 478.5072
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

runEffExpTim: Removing nonbattle effect healattempt, started at 478.1725, duration 0.3333333, current time 478.5075, so 478.5058 < 478.5075
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: 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, camp_suggest, perc 68.70804, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

Journey is [Journey: maptext_rt_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

Journey is [Journey: maptext_rt_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 478.7501, duration 0, current time 478.7528, so 478.7501 < 478.7528
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Successfully found food, restskill is 6
Current total party hunger 132
Ration Hungermod is -20
Total Hunger 132 <= 200, sating Party completely
Remaining Ration value 68, making 3 Rations
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_gulmondbasic, started at 478.7501, duration 0.08333334, current time 478.8362, so 478.8335 < 478.8362
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Weatherforecast for 479.0003 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp -2 - 10 = uwsValue 6 ]
 
(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)

Choosing random fight with prefix: camp_road
 
(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)

Initializing Battle camp_road_4 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)

[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)

[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)

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 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 Kultist(battle/cultist): 
found dispclass schwerter
 
(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 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 hiebwaffen
 
(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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (8/10) to (5/10), 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 (1/9) cost is 11
Calculating cost to destination (2/8) cost is 9
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (5/10) cost is 4
Calculating cost to destination (4/11) cost is 6
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 5
Calculating cost to destination (5/13) cost is 7
Calculating cost to destination (1/10) cost is 12
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (1/11) cost is 11
Calculating cost to destination (3/11) cost is 7
Calculating cost to destination (2/12) cost is 9
found 18 valid attack positions, closest at (5/10) (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: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett 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 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 = 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 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 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(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist8 / 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 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 (10/11) to (6/12), 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 (1/9) cost is 14
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (3/8) cost is 11
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (4/11) cost is 9
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (6/12) cost is 8
Calculating cost to destination (5/13) cost is 8
Calculating cost to destination (1/10) cost is 15
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (1/11) cost is 14
Calculating cost to destination (3/11) cost is 10
Calculating cost to destination (2/12) cost is 12
found 17 valid attack positions, closest at (6/12) (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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett 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 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 (1/9) cost is 12
Calculating cost to destination (2/8) cost is 10
Calculating cost to destination (3/8) cost is 9
Calculating cost to destination (4/9) cost is 7
Calculating cost to destination (3/10) cost is 7
Calculating cost to destination (3/10) cost is 7
Calculating cost to destination (4/9) cost is 7
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (5/13) cost is 6
Calculating cost to destination (1/10) cost is 11
Calculating cost to destination (3/10) cost is 7
Calculating cost to destination (1/11) cost is 10
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (2/12) cost is 8
found 16 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)

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 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: 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 Kultist 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 Kultist in state current following path from (9/12) to (5/13), 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 (1/9) cost is 14
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (3/8) cost is 11
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (4/11) cost is 9
Calculating cost to destination (4/12) cost is 8
Calculating cost to destination (5/13) cost is 6
Calculating cost to destination (1/10) cost is 13
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (1/11) cost is 12
Calculating cost to destination (3/11) cost is 10
Calculating cost to destination (2/12) cost is 10
found 15 valid attack positions, closest at (5/13) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Kultist 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 Kultist 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 Luna is in rangenot enough BP, waiting --- done

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

DDItem dropped container: item_161 (UnityEngine.BoxCollider) (item_161), container 
container is null, itemdrop item: item_161 (CraftyDDItem)
itemdrop container: et_weapon (item_161)

 
(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: 
found dispclass schusswaffen
 
(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: Kultist) 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)

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: Kultist) 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 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: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 3 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/13) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(11/8) / Dist8 / 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)

BC.VisualGetHit hit
 
(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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/10) to (4/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 5
Calculating cost to destination (6/13) cost is 9
Calculating cost to destination (5/14) cost is 7
Calculating cost to destination (6/11) cost is 11
Calculating cost to destination (7/12) cost is 11
Calculating cost to destination (6/13) cost is 9
Calculating cost to destination (4/11) cost is 3
Calculating cost to destination (6/11) cost is 11
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (10/8) cost is 12
Calculating cost to destination (11/7) cost is 14
Calculating cost to destination (12/8) cost is 16
Calculating cost to destination (11/9) cost is 14
found 14 valid attack positions, closest at (4/11) (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 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 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 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)

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 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)

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: 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 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: Luna) 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(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist8 / 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 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: Luna) 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 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)

BC.VisualBlock block
 
(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 1
Grounded check passed
Too few BP to 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 Kultist canAct + !grounded, turn placed

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

Kultist 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: Kultist) 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 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 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 Kultist 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: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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(5/10) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist8 / 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 7 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)

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 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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 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 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 (5/10) to (5/10), 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 (4/13) cost is 5
Calculating cost to destination (6/13) cost is 7
Calculating cost to destination (5/14) cost is 7
Calculating cost to destination (6/11) cost is 3
Calculating cost to destination (7/12) cost is 5
Calculating cost to destination (6/13) cost is 7
Calculating cost to destination (5/10) cost is 1
Calculating cost to destination (6/11) cost is 3
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (11/9) cost is 8
found 12 valid attack positions, closest at (5/10) (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 Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Kultist 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 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)

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
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 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: 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 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: Luna) 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(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/10) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / 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 Kultist canAct + !grounded, turn placed

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

ExecAttack response is miss
 
(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)

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 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 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 Kultist 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: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 1
Grounded check passed
Too few BP to 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: Skelett) 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 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 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 1, 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(5/11) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist8 / 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 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)

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 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 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)

runEffExpKultist: 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 Kultist: 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 Kultist 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: Luna) 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(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/10) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / 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 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)

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 Kultist 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: Kultist) 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 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 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 Kultist 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)

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)

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 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 Ilgar ID 1, 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(5/11) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist8 / 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 5 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)

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 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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 (5/11) to (6/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 2
Calculating cost to destination (6/13) cost is 6
Calculating cost to destination (5/14) cost is 4
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 6
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 11
Calculating cost to destination (11/9) cost is 9
found 10 valid attack positions, closest at (6/11) (dist: 2), moving --- done

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

AILog: Starting to Think for Berthold 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 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 (6/10) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (4/13) cost is 4
Calculating cost to destination (6/13) cost is 6
Calculating cost to destination (5/14) cost is 6
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 6
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 9
Calculating cost to destination (11/9) cost is 7
found 9 valid attack positions, closest at (7/12) (dist: 4), 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 Kultist 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: 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 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 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(7/11) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / 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 Kultist canAct + !grounded, turn placed

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

ExecAttack response is miss
 
(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)

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 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 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 Kultist 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 1
Grounded check passed
Too few BP to 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 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 1, 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 3 Enemies with line of sight
Top 1: Pos(6/12) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/13) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(11/8) / Dist8 / 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 4 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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 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 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 (7/12) to (7/12), 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 (4/13) cost is 7
Calculating cost to destination (6/13) cost is 3
Calculating cost to destination (5/14) cost is 5
Calculating cost to destination (7/12) cost is 1
Calculating cost to destination (6/13) 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 8
Calculating cost to destination (11/9) cost is 6
found 9 valid attack positions, closest at (7/12) (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 Skelett on Position 0Adding Char Skelett on Position 1Adding Char Kultist 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 4 Enemies with line of sight
Top 1: Pos(7/12) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / 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)

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
Target Skelett 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)

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 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 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)

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 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 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 Kultist 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: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 3 Enemies with line of sight
Top 1: Pos(6/12) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/13) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(11/8) / Dist8 / 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 3 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)

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 Tim 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)

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)

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

VisualTurnDone(BattleCharBehaviour, cname: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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 (6/13) to (6/13), 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 (4/13) cost is 6
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/14) 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 9
Calculating cost to destination (11/9) cost is 7
found 7 valid attack positions, closest at (6/13) (dist: 2), moving --- done

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

AILog: Starting to Think for Frija 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 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 (5/11) to (4/12), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 4
Calculating cost to destination (5/14) cost is 6
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 9
Calculating cost to destination (11/9) cost is 7
found 6 valid attack positions, closest at (4/13) (dist: 4), moving --- done

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

runEffExpBerthold: 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 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 Skelett on Position 0Adding Char Tim on Position 1Adding Char Kultist 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 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(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/12) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 5: Pos(2/11) / Dist9 / 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 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(11/8) / Dist9 / 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 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)

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 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 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 Kultist 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 1
Grounded check passed
Too few BP to 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 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 1, 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(11/8) / Dist8 / 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 2 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold 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 Berthold 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 1
Calculating cost to destination (5/14) cost is 3
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
found 6 valid attack positions, closest at (4/13) (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)

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 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 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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

AILog: Target Kultist 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 Kultist 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 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)

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 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 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 Kultist 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 4 Enemies with line of sight
Top 1: Pos(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / 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 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 1
Grounded check passed
Too few BP to 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Ilgar ID 1, 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(5/13) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 7, duration 1, current round 9, so 8 < 9
 
(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 Kultist 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: 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 4 Enemies with line of sight
Top 1: Pos(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / 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 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)

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 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 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 Kultist 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 1
Grounded check passed
Too few BP to 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)

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

AILog: Starting to Think for Ilgar ID 1, 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(5/13) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 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 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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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: Kultist) 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 Kultist 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 Skelett on Position 0Adding Char Kultist 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: 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 4 Enemies with line of sight
Top 1: Pos(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/9) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / 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 Kultist canAct + !grounded, turn placed

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

ExecAttack response is miss
 
(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)

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 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 Frija is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Kultist 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: Kultist) 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(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist is in 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/10) to (3/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/14) cost is 7
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (11/9) cost is 8
found 5 valid attack positions, closest at (5/14) (dist: 7), 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)

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)

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 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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 9, duration 1, current round 11, so 10 < 11
 
(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 Skelett on Position 0Adding Char Fireno on Position 1Adding Char Kultist 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 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(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/12) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(2/9) / Dist9 / 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: 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 1
Grounded check passed
Too few BP to 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 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)

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 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 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 Kultist 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(11/8) / Dist9 / 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)

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 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 (3/13) to (4/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/14) cost is 4
Calculating cost to destination (10/8) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/9) cost is 11
found 5 valid attack positions, closest at (5/14) (dist: 4), 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: Kultist) 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 Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Kultist) 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 Kultist 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 Skelett on Position 0Adding Char Kultist 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 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 4 Enemies with line of sight
Top 1: Pos(6/13) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(2/11) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(2/9) / Dist9 / 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: 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 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)

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 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 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 Kultist 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 (5/14) to (5/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/14) cost is 1
Calculating cost to destination (10/8) cost is 12
Calculating cost to destination (11/7) cost is 14
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/9) cost is 12
found 5 valid attack positions, closest at (5/14) (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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Ilgar ID 1, 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 2 Enemies with line of sight
Top 1: Pos(5/13) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(11/8) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Kultist 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 Kultist 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 Luna canAct + !grounded, turn placed

 
(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 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 1
Grounded check passed
Too few BP to 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 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: Kultist) 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 Kultist 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 Kultist
 
(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 (7/13) to (8/12), 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 (10/8) cost is 9
Calculating cost to destination (11/7) cost is 11
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 9
found 4 valid attack positions, closest at (11/9) (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 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: 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 5 Enemies with line of sight
Top 1: Pos(8/12) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/14) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(2/9) / Dist9 / 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: 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 1
Grounded check passed
Too few BP to 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/13) to (6/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (10/8) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/9) cost is 11
found 4 valid attack positions, closest at (11/9) (dist: 11), moving --- done

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

AILog: Starting to Think for Ilgar 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 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(11/8) / Dist9 / 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)

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 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 (4/12) to (5/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/9) cost is 11
found 4 valid attack positions, closest at (11/9) (dist: 11), 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 (9/11) to (9/11), 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 (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
found 4 valid attack positions, closest at (11/9) (dist: 6), moving --- done

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

AILog: Starting to Think for Frija 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 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: 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 6 Enemies with line of sight
Top 1: Pos(9/11) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/13) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/11) / Dist6 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(2/11) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 6: Pos(2/9) / Dist9 / 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: 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 1
Grounded check passed
Too few BP to 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Ilgar 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 (10/8) cost is 9
Calculating cost to destination (11/7) cost is 11
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 9
found 4 valid attack positions, closest at (11/9) (dist: 9), moving --- done

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

AILog: Starting to Think for Ilgar 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 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(11/8) / Dist9 / 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)

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 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 (6/11) to (8/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (11/9) cost is 8
found 4 valid attack positions, closest at (11/9) (dist: 8), 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 (10/10) 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 (10/8) cost is 4
Calculating cost to destination (11/7) cost is 6
Calculating cost to destination (12/8) cost is 6
Calculating cost to destination (11/9) cost is 4
found 4 valid attack positions, closest at (11/9) (dist: 4), moving --- done

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

AILog: Starting to Think for Frija 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 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)

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 5 Enemies with line of sight
Top 1: Pos(10/10) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(8/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(5/12) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(2/11) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(2/9) / Dist9 / 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: 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 (8/12) to (9/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (10/8) cost is 7
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (12/8) cost is 9
Calculating cost to destination (11/9) cost is 7
found 4 valid attack positions, closest at (11/9) (dist: 7), moving --- done

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

AILog: Starting to Think for Ilgar 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 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(11/8) / Dist9 / 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 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 1
Grounded check passed
Too few BP to 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)

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 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 (11/9) to (11/9), 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 (10/8) cost is 2
Calculating cost to destination (11/7) cost is 4
Calculating cost to destination (12/8) cost is 4
Calculating cost to destination (11/9) cost is 2
found 4 valid attack positions, closest at (11/9) (dist: 2), moving --- done

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

AILog: Starting to Think for Frija 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 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 (8/10) to (9/9), escaping: False
 
(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
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
found 3 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 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 2 Enemies with line of sight
Top 1: Pos(9/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(2/9) / Dist9 / 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)

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 (9/11) to (9/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (10/8) cost is 5
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (12/8) cost is 7
found 3 valid attack positions, closest at (10/8) (dist: 5), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 (2/11)
Maximum Distance for approach is 2
Checking position (2/12) viable, distance 1, count 0
Checking position (3/12) viable, distance 2, count 0
Checking position (3/11) viable, distance 1, count 0
Checking position (3/10) viable, distance 2, count 0
Checking position (2/10) viable, distance 1, count 1
Checking position (1/10) viable, distance 2, count 1
Checking position (1/11) viable, distance 1, count 0
Checking position (1/12) viable, distance 2, count 0
Checking position (2/13) viable, distance 2, count 0
Checking position (3/13) viable, distance 3, count 0
Checking position (1/13) viable, distance 3, count 0
Checking position (4/13) viable, distance 4, count 0
Checking position (4/12) viable, distance 3, count 0
Checking position (4/11) viable, distance 2, count 0
Checking position (4/10) viable, distance 3, count 0
Checking position (4/9) viable, distance 4, count 1
Checking position (3/9) viable, distance 3, count 1
Checking position (1/9) viable, distance 3, count 0
Checking position (0/9) viable, distance 4, count 0
Checking position (0/10) viable, distance 3, count 1
Checking position (0/11) viable, distance 2, count 0
Checking position (0/12) viable, distance 3, count 0
Checking position (0/13) viable, distance 4, count 0
Checking position (2/14) viable, distance 3, count 0
Checking position (3/14) viable, distance 4, count 0
Checking position (1/14) viable, distance 4, count 0
Checking position (4/14) viable, distance 5, count 0
Checking position (0/14) viable, distance 5, count 0
Checking position (5/14) viable, distance 6, count 0
Checking position (5/13) viable, distance 5, count 0
Checking position (5/11) viable, distance 3, count 0
Checking position (5/10) viable, distance 4, count 0
Checking position (5/9) viable, distance 5, count 1
Checking position (5/8) viable, distance 6, count 1
Checking position (4/8) viable, distance 5, count 1
Checking position (3/8) viable, distance 4, count 1
Checking position (2/8) viable, distance 5, count 1
Checking position (1/8) viable, distance 4, count 1
Checking position (0/8) viable, distance 5, count 1
Checking position (6/12) viable, distance 5, count 0
Checking position (6/11) viable, distance 4, count 0
Checking position (6/10) viable, distance 5, count 0
Checking position (6/9) viable, distance 6, 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 6, count 1
Checking position (1/7) viable, distance 5, count 1
Checking position (0/7) viable, distance 6, count 1
Checking position (7/12) viable, distance 6, count 0
Checking position (7/11) viable, distance 5, count 0
found 18 viable fields
Top 1: Pos(2/10) / Dist 1 / Targets 1
Top 2: Pos(1/10) / Dist 2 / Targets 1
Top 3: Pos(6/9) / Dist 6 / Targets 1
Top 4: Pos(4/7) / Dist 6 / Targets 1
Top 5: Pos(1/8) / Dist 4 / Targets 1
Top 6: Pos(0/8) / Dist 5 / Targets 1
Top 7: Pos(1/7) / Dist 5 / Targets 1
Top 8: Pos(0/7) / Dist 6 / Targets 1
Top 9: Pos(3/7) / Dist 5 / Targets 1
Top 10: Pos(2/7) / Dist 6 / Targets 1
found at least one field to move to (2/10), 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 (2/10) to (2/10), 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: 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(11/8) / Dist9 / 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 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 (10/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 2
Calculating cost to destination (11/7) cost is 4
Calculating cost to destination (12/8) cost is 6
found 3 valid attack positions, closest at (10/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Berthold 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 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 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 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 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 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(9/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist6 / 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)

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 (10/10) to (11/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (11/7) cost is 5
Calculating cost to destination (12/8) cost is 5
found 2 valid attack positions, closest at (12/8) (dist: 5), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 1
Grounded check passed
Too few BP to 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)

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 (2/10)
Maximum Distance for approach is 2
Checking position (2/11) viable, distance 1, count 0
Checking position (3/11) viable, distance 2, count 0
Checking position (3/10) viable, distance 1, count 0
Checking position (3/9) viable, distance 2, count 0
Checking position (1/9) viable, distance 2, count 0
Checking position (1/10) viable, distance 1, count 0
Checking position (1/11) viable, distance 2, count 0
Checking position (2/12) viable, distance 2, count 0
Checking position (3/12) viable, distance 3, count 1
Checking position (1/12) viable, distance 3, count 0
Checking position (4/12) viable, distance 4, count 1
Checking position (4/11) viable, distance 3, count 0
Checking position (4/10) viable, distance 2, count 0
Checking position (4/9) viable, distance 3, count 0
Checking position (4/8) viable, distance 4, count 0
Checking position (3/8) viable, distance 3, count 0
Checking position (2/8) viable, distance 4, count 0
Checking position (1/8) viable, distance 3, count 0
Checking position (0/8) viable, distance 4, count 0
Checking position (0/9) viable, distance 3, count 0
Checking position (0/10) viable, distance 2, count 0
Checking position (0/11) viable, distance 3, count 0
Checking position (0/12) viable, distance 4, count 0
Checking position (2/13) viable, distance 3, count 1
Checking position (3/13) viable, distance 4, count 0
Checking position (1/13) viable, distance 4, count 1
Checking position (4/13) viable, distance 5, count 0
Checking position (0/13) viable, distance 5, count 0
Checking position (5/13) viable, distance 6, count 1
Checking position (5/11) viable, distance 4, count 1
Checking position (5/10) viable, distance 3, count 0
Checking position (5/9) viable, distance 4, count 0
Checking position (5/8) viable, distance 5, count 0
Checking position (5/7) viable, distance 6, count 0
Checking position (4/7) viable, distance 5, count 0
Checking position (3/7) viable, distance 4, count 0
Checking position (2/7) viable, distance 5, count 0
Checking position (1/7) viable, distance 4, count 0
Checking position (0/7) viable, distance 5, count 0
Checking position (2/14) viable, distance 4, count 0
Checking position (3/14) viable, distance 5, count 1
Checking position (1/14) viable, distance 5, count 0
Checking position (4/14) viable, distance 6, count 1
Checking position (0/14) viable, distance 6, count 1
Checking position (6/12) viable, distance 6, count 1
Checking position (6/11) viable, distance 5, count 1
Checking position (6/10) viable, distance 4, count 0
Checking position (6/9) viable, distance 5, count 0
Checking position (6/8) viable, distance 6, count 0
Checking position (4/6) viable, distance 6, count 0
found 11 viable fields
Top 1: Pos(4/14) / Dist 6 / Targets 1
Top 2: Pos(3/14) / Dist 5 / Targets 1
Top 3: Pos(0/14) / Dist 6 / Targets 1
Top 4: Pos(6/11) / Dist 5 / Targets 1
Top 5: Pos(6/12) / Dist 6 / Targets 1
Top 6: Pos(5/11) / Dist 4 / Targets 1
Top 7: Pos(4/12) / Dist 4 / Targets 1
Top 8: Pos(3/12) / Dist 3 / Targets 1
Top 9: Pos(2/13) / Dist 3 / Targets 1
Top 10: Pos(5/13) / Dist 6 / Targets 1
found at least one field to move to (4/14), 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 Tim in state current following path from (2/11) to (3/13), 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)

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 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 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 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 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 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 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: Luna) 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(5/12) / Dist6 / Targetid3: 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (12/9) to (12/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (11/7) cost is 5
Calculating cost to destination (12/8) cost is 3
found 2 valid attack positions, closest at (12/8) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Ilgar from queue
Checking 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 1
Grounded check passed
Too few BP to 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: Skelett) 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 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 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 (3/13)
Maximum Distance for approach is 2
Checking position (3/14) viable, distance 1, count 1
Checking position (4/14) viable, distance 2, count 1
Checking position (4/13) viable, distance 1, count 0
Checking position (4/12) viable, distance 2, count 1
Checking position (3/12) viable, distance 1, count 1
Checking position (2/12) viable, distance 2, count 0
Checking position (2/13) viable, distance 1, count 1
Checking position (2/14) viable, distance 2, count 0
Checking position (5/14) viable, distance 3, count 1
Checking position (5/13) viable, distance 2, count 1
Checking position (5/11) viable, distance 4, count 1
Checking position (4/11) viable, distance 3, count 0
Checking position (3/11) viable, distance 2, count 0
Checking position (2/11) viable, distance 3, count 0
Checking position (1/11) viable, distance 4, count 0
Checking position (1/12) viable, distance 3, count 0
Checking position (1/13) viable, distance 2, count 1
Checking position (1/14) viable, distance 3, count 0
Checking position (6/14) viable, distance 4, count 1
Checking position (6/13) viable, distance 3, count 1
Checking position (6/12) viable, distance 4, count 1
Checking position (6/11) viable, distance 5, count 1
Checking position (6/10) viable, distance 6, count 0
Checking position (5/10) viable, distance 5, count 0
Checking position (4/10) viable, distance 4, count 0
Checking position (3/10) viable, distance 3, count 0
Checking position (2/10) viable, distance 4, count 0
Checking position (1/10) viable, distance 5, count 0
Checking position (0/10) viable, distance 6, count 0
Checking position (0/11) viable, distance 5, count 0
Checking position (0/12) viable, distance 4, count 0
Checking position (0/13) viable, distance 3, count 0
Checking position (0/14) viable, distance 4, count 1
Checking position (7/14) viable, distance 5, count 1
Checking position (7/13) viable, distance 4, count 1
Checking position (7/12) viable, distance 5, count 1
Checking position (7/11) viable, distance 6, count 1
Checking position (5/9) viable, distance 6, count 0
Checking position (4/9) viable, distance 5, count 0
Checking position (3/9) viable, distance 4, count 0
Checking position (1/9) viable, distance 6, count 0
Checking position (8/14) viable, distance 6, count 1
Checking position (8/13) viable, distance 5, count 1
Checking position (8/12) viable, distance 6, count 1
Checking position (4/8) viable, distance 6, count 0
Checking position (3/8) viable, distance 5, count 0
Checking position (2/8) viable, distance 6, count 0
found 21 viable fields
Top 1: Pos(3/12) / Dist 1 / Targets 1
Top 2: Pos(2/13) / Dist 1 / Targets 1
Top 3: Pos(3/14) / Dist 1 / Targets 1
Top 4: Pos(1/13) / Dist 2 / Targets 1
Top 5: Pos(5/13) / Dist 2 / Targets 1
Top 6: Pos(4/14) / Dist 2 / Targets 1
Top 7: Pos(4/12) / Dist 2 / Targets 1
Top 8: Pos(7/12) / Dist 5 / Targets 1
Top 9: Pos(7/14) / Dist 5 / Targets 1
Top 10: Pos(7/13) / Dist 4 / Targets 1
found at least one field to move to (3/12), 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 (3/12) to (3/12), 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: 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(11/8) / Dist8 / 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 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 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 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 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)

runEffExpSkelett: 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 Skelett: Removing durable effect fumble_stumble
 
(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 Fireno on Position 0Adding Char Tim 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)

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)

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(11/8) / Dist8 / 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)

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 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 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_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 68.7%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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 71.19255, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 71.19%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 71.19%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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_forest, Pos 71.19%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 480.0003 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -2 - 10 = uwsValue 5 ]
 
(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)

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)

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 73.67646, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

Journey is [Journey: maptext_rt_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

Weatherforecast for 481.0026 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -2 - 10 = uwsValue 5 ]
 
(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)

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

Initializing Battle camp_road_3 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)

[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)

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 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 Steppenhund(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 Steppenhund(battle/wolf), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Steppenhund(battle/wolf): 
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 Steppenhund(battle/wolf), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Steppenhund(battle/wolf): 

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

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

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Steppenhund 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)

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

AILog: Starting to Think for Steppenhund ID 7, 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 (7/12) cost is 9
Calculating cost to destination (8/13) cost is 9
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (7/11) cost is 8
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (6/14) unreachable
Calculating cost to destination (8/14) cost is 10
Calculating cost to destination (8/10) cost is 6
Calculating cost to destination (10/10) cost is 8
Calculating cost to destination (9/11) cost is 8
Calculating cost to destination (4/14) cost is 14
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (6/14) unreachable
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (6/14) unreachable
found 14 valid attack positions, closest at (8/10) (dist: 6), 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: Steppenhund) 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 Steppenhund 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 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 Steppenhund 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 (7/10) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/3) cost is 9
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (6/4) cost is 7
Calculating cost to destination (7/10) cost is 2
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (8/11) cost is 2
Calculating cost to destination (7/2) cost is 12
Calculating cost to destination (8/3) cost is 10
Calculating cost to destination (7/4) cost is 8
found 9 valid attack positions, closest at (7/10) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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: Steppenhund) 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(8/10) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(7/3) / Dist10 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(6/3) / Dist10 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Steppenhund is in 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 (8/13) to (8/12), 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 (5/3) cost is 15
Calculating cost to destination (6/2) cost is 17
Calculating cost to destination (6/4) cost is 13
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (8/11) cost is 4
Calculating cost to destination (7/2) cost is 18
Calculating cost to destination (8/3) cost is 16
Calculating cost to destination (7/4) cost is 14
found 8 valid attack positions, closest at (8/11) (dist: 4), moving --- done

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

BS.advanceIni log
Removing Frija from queue
Checking Steppenhund 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 Steppenhund in state current following path from (6/4) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Steppenhund ID 6, 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 (7/12) cost is 10
Calculating cost to destination (8/13) cost is 14
Calculating cost to destination (7/14) cost is 16
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (7/11) cost is 9
Calculating cost to destination (7/12) cost is 10
Calculating cost to destination (8/11) cost is 10
Calculating cost to destination (9/12) cost is 12
Calculating cost to destination (8/13) cost is 14
Calculating cost to destination (10/10) cost is 11
Calculating cost to destination (9/11) cost is 11
Calculating cost to destination (4/14) cost is 13
Calculating cost to destination (5/13) cost is 11
Calculating cost to destination (6/14) cost is 17
Calculating cost to destination (5/13) cost is 11
Calculating cost to destination (6/12) cost is 9
Calculating cost to destination (6/14) cost is 17
found 18 valid attack positions, closest at (6/10) (dist: 7), 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: Steppenhund) 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 Steppenhund 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 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 Steppenhund from queue
Checking Steppenhund 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 Steppenhund in state current following path from (7/4) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Steppenhund ID 8, 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 (7/12) cost is 13
Calculating cost to destination (8/13) cost is 15
Calculating cost to destination (7/14) cost is 17
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (7/11) cost is 12
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 13
Calculating cost to destination (8/13) cost is 15
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (9/11) cost is 12
Calculating cost to destination (4/14) cost is 14
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (6/14) cost is 18
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (6/12) cost is 12
Calculating cost to destination (6/14) cost is 18
found 17 valid attack positions, closest at (7/9) (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)

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund 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 Ilgar is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Steppenhund 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 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 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 (5/13) to (5/12), escaping: False
 
(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
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 6
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (8/11) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (8/9) cost is 10
found 8 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 Berthold 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 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 Berthold on Position 2Adding Char Steppenhund 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 1
Grounded check passed
Too few BP to 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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(8/10) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/10) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Steppenhund is in 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold 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 Berthold 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 2
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (8/11) cost is 4
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (8/9) cost is 8
found 8 valid attack positions, closest at (6/11) (dist: 2), moving --- done

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

AILog: Starting to Think for Berthold 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 Berthold from queue
Checking Steppenhund canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund ID 7, 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 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 Steppenhund 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: Steppenhund) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Steppenhund 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 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 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 (8/11) to (8/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 5
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (8/11) cost is 1
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/9) cost is 9
found 7 valid attack positions, closest at (8/11) (dist: 1), moving --- done

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

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

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

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund ID 8, 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 Ilgar 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 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Steppenhund 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 Steppenhund from queue
Checking Steppenhund canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund ID 6, 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 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 Steppenhund 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 Tim on Position 1Adding Char Steppenhund on Position 2Adding Char Fireno 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: Steppenhund) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Steppenhund 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 Steppenhund(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 Tim canAct + !grounded, turn placed

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

Handling Death of Character Steppenhund
 
(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 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: Steppenhund) 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(8/10) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Steppenhund is in 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 1
Grounded check passed
Too few BP to 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)

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 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 (6/10) to (6/9), escaping: False
 
(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
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 (6/9) cost is 2
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (8/9) cost is 6
found 4 valid attack positions, closest at (6/9) (dist: 2), moving --- done

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

AILog: Starting to Think for Berthold 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 Berthold from queue
Checking Steppenhund canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund ID 8, 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 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 Steppenhund 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: Steppenhund) 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 Steppenhund 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 Steppenhund(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 Frija from queue
Checking Steppenhund False && False, skipping
Removing Steppenhund 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 Steppenhund on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Steppenhund
 
(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 Steppenhund 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 1
Grounded check passed
Too few BP to 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 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: Steppenhund) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Steppenhund 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 Steppenhund(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)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Tim on Position 1Adding Char Steppenhund on Position 2Adding Char Luna on Position 3
 
(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)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Steppenhund 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 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 (6/13)
Maximum Distance for approach is 2
Checking position (6/14) viable, distance 1, count 0
Checking position (7/14) viable, distance 2, count 0
Checking position (7/12) viable, distance 2, count 0
Checking position (6/12) viable, distance 1, count 0
Checking position (5/12) viable, distance 2, count 1
Checking position (5/13) viable, distance 1, count 1
Checking position (5/14) viable, distance 2, count 0
Checking position (8/14) viable, distance 3, count 0
Checking position (8/13) viable, distance 4, count 0
Checking position (8/12) viable, distance 3, count 0
Checking position (7/11) viable, distance 3, count 0
Checking position (6/11) viable, distance 2, count 1
Checking position (5/11) viable, distance 3, count 1
Checking position (4/11) viable, distance 4, count 1
Checking position (4/12) viable, distance 3, count 1
Checking position (4/13) viable, distance 2, count 1
Checking position (4/14) viable, distance 3, count 1
Checking position (9/14) viable, distance 4, 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 1
Checking position (6/10) viable, distance 3, count 0
Checking position (5/10) viable, distance 4, count 1
Checking position (4/10) viable, distance 5, count 0
Checking position (3/10) viable, distance 6, count 0
Checking position (3/11) viable, distance 5, count 1
Checking position (3/12) viable, distance 4, count 1
Checking position (3/13) viable, distance 3, count 1
Checking position (3/14) viable, distance 4, count 1
Checking position (10/14) viable, distance 5, count 0
Checking position (10/13) viable, distance 6, count 1
Checking position (10/12) viable, distance 5, count 1
Checking position (10/11) viable, distance 6, count 0
Checking position (5/9) viable, distance 5, count 0
Checking position (4/9) viable, distance 6, count 0
Checking position (2/11) viable, distance 6, count 0
Checking position (2/12) viable, distance 5, count 1
Checking position (2/13) viable, distance 4, count 1
Checking position (2/14) viable, distance 5, count 1
Checking position (1/12) viable, distance 6, count 1
Checking position (1/13) viable, distance 5, count 1
Checking position (1/14) viable, distance 6, count 1
found 22 viable fields
Top 1: Pos(5/13) / Dist 1 / Targets 1
Top 2: Pos(4/13) / Dist 2 / Targets 1
Top 3: Pos(6/11) / Dist 2 / Targets 1
Top 4: Pos(5/12) / Dist 2 / Targets 1
Top 5: Pos(2/12) / Dist 5 / Targets 1
Top 6: Pos(10/12) / Dist 5 / Targets 1
Top 7: Pos(3/14) / Dist 4 / Targets 1
Top 8: Pos(10/13) / Dist 6 / Targets 1
Top 9: Pos(2/13) / Dist 4 / Targets 1
Top 10: Pos(1/13) / Dist 5 / Targets 1
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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/13) to (5/13), 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: Steppenhund) 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(7/9) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Steppenhund is in 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 Steppenhund canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) 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 Steppenhund ID 8, 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 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 Steppenhund 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 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 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: Steppenhund) 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 Steppenhund 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 Steppenhund(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 Frija canAct + !grounded, turn placed

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

Handling Death of Character Steppenhund
 
(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)

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_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 73.67%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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)

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: 481.8509

 
(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 76.71136, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

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: 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)

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 49, 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 Zweihänder (ID 10178), 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 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)

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 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 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 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 inventory18 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

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

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 481.9584, duration 0, current time 481.9612, so 481.9584 < 481.9612
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 481.9584, duration 0, current time 481.9612, so 481.9584 < 481.9612
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 481.9584, duration 0, current time 481.9612, so 481.9584 < 481.9612
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

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

Weatherforecast for 482.0015 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -2 - 10 = uwsValue 5 ]
 
(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)

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

Initializing Battle camp_road_6 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)

[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)

[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)

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: 
zweihaender 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: 

 
(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 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 Harpyie(battle/HARPY): 
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 Harpyie(battle/HARPY), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Harpyie(battle/HARPY): 
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 Harpyie(battle/HARPY), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Harpyie(battle/HARPY): 
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 Harpyie(battle/HARPY), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Harpyie 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 Ilgar in state none following path from (3/8) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (7/11) cost is 8
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (9/11) cost is 12
Calculating cost to destination (8/12) cost is 10
Calculating cost to destination (10/11) cost is 11
Calculating cost to destination (11/10) cost is 11
Calculating cost to destination (12/11) cost is 13
Calculating cost to destination (11/12) cost is 13
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (9/11) cost is 12
found 12 valid attack positions, closest at (8/10) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Ilgar from queue
Checking Harpyie 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 Harpyie in state current following path from (7/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harpyie ID 6, current BP 15
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 (3/11) cost is 7
Calculating cost to destination (4/10) cost is 5
Calculating cost to destination (5/11) cost is 3
Calculating cost to destination (4/12) cost is 5
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/10) cost is 5
Calculating cost to destination (3/11) cost is 7
Calculating cost to destination (2/9) cost is 12
Calculating cost to destination (2/11) cost is 8
Calculating cost to destination (0/10) cost is 11
Calculating cost to destination (1/9) cost is 13
Calculating cost to destination (1/11) cost is 9
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (4/10) cost is 5
found 20 valid attack positions, closest at (5/11) (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: Harpyie) 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 Harpyie ID 6, 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)

BS.advanceIni log
Removing Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (4/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-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
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (10/11) cost is 8
Calculating cost to destination (11/10) cost is 10
Calculating cost to destination (12/11) cost is 10
Calculating cost to destination (11/12) cost is 8
Calculating cost to destination (8/10) cost is 5
Calculating cost to destination (9/9) cost is 7
Calculating cost to destination (10/10) cost is 9
Calculating cost to destination (9/11) cost is 7
found 11 valid attack positions, closest at (5/12) (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 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: Harpyie) 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(5/11) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Harpyie is in 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 Harpyie 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 Harpyie in state current following path from (10/11) to (6/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harpyie ID 7, current BP 15
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 (4/12) cost is 10
Calculating cost to destination (6/12) cost is 6
Calculating cost to destination (5/13) cost is 8
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (5/7) cost is 10
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (3/11) cost is 10
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (2/11) cost is 11
Calculating cost to destination (0/10) cost is 14
Calculating cost to destination (1/9) cost is 16
Calculating cost to destination (1/11) cost is 12
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (4/10) cost is 8
found 19 valid attack positions, closest at (6/12) (dist: 6), 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: Harpyie) 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 Harpyie 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 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 Harpyie from queue
Checking Harpyie 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 Harpyie in state current following path from (8/10) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harpyie ID 8, current BP 15
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 (4/12) cost is 7
Calculating cost to destination (5/13) cost is 7
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/10) cost is 5
Calculating cost to destination (3/11) cost is 7
Calculating cost to destination (2/9) cost is 12
Calculating cost to destination (2/11) cost is 8
Calculating cost to destination (0/10) cost is 11
Calculating cost to destination (1/9) cost is 13
Calculating cost to destination (1/11) cost is 9
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (4/10) cost is 5
found 18 valid attack positions, closest at (4/10) (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: Harpyie) 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 Harpyie ID 8, 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 Frija is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Harpyie 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/11) to (3/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/11) cost is 4
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (6/11) cost is 12
Calculating cost to destination (6/11) cost is 12
Calculating cost to destination (7/12) cost is 10
Calculating cost to destination (6/13) cost is 8
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (4/11) cost is 4
found 8 valid attack positions, closest at (4/11) (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 Harpyie on Position 0Adding Char Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 (5/10) 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 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 (4/9)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/11) cost is 10
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (6/11) cost is 4
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
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (4/11) cost is 10
found 8 valid attack positions, closest at (5/10) (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 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 (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/11) cost is 2
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (4/9) cost is 10
Calculating cost to destination (4/11) cost is 2
found 7 valid attack positions, closest at (6/13) (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)

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 (4/9) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (4/11) cost is 12
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (5/12) cost is 12
Calculating cost to destination (5/12) cost is 12
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 6
Calculating cost to destination (4/9) cost is 2
Calculating cost to destination (4/11) cost is 12
found 8 valid attack positions, closest at (4/9) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 Ilgar from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (4/11) to (4/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/11) cost is 1
Calculating cost to destination (6/11) cost is 11
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (6/11) cost is 11
Calculating cost to destination (7/12) cost is 9
Calculating cost to destination (4/11) cost is 1
found 7 valid attack positions, closest at (4/11) (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: Harpyie) 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 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
Target Harpyie is in rangegot enough BP, attacking --- done

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

AILog: Target Harpyie 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
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 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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Fireno on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 2
found 5 valid attack positions, closest at (5/12) (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 Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim 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 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
trying to Approach for LOS-Attack, origin (5/10)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 6
found 4 valid attack positions, closest at (6/11) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie 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 Luna canAct + !grounded, turn placed

 
(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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 (5/10) 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 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 (6/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (6/13) cost is 4
Calculating cost to destination (5/10) cost is 2
found 4 valid attack positions, closest at (5/10) (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 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
found 4 valid attack positions, closest at (6/13) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

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

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

runEffExpHarpyie: 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 Harpyie: 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 Harpyie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 2
found 5 valid attack positions, closest at (5/12) (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 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 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 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 (6/11) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (5/10)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 6
found 4 valid attack positions, closest at (6/11) (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 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: Harpyie) 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Tim on Position 1Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (5/10) 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 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 (6/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (6/13) cost is 4
Calculating cost to destination (5/10) cost is 2
found 4 valid attack positions, closest at (5/10) (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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
found 4 valid attack positions, closest at (6/13) (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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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
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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie(battle/HARPY) 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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 Harpyie on Position 0Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 Fireno ID 0, 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 2
found 5 valid attack positions, closest at (5/12) (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 Luna canAct + !grounded, turn placed

 
(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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (6/11) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (5/10)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 6
found 4 valid attack positions, closest at (6/11) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 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 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/10) cost is 8
found 4 valid attack positions, closest at (6/13) (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 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 (7/12) to (7/12), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (5/10) cost is 2
found 5 valid attack positions, closest at (7/12) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Fireno on Position 1Adding Char Harpyie on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (5/10) cost is 8
found 6 valid attack positions, closest at (5/12) (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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (6/11) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 4
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/10) cost is 4
found 5 valid attack positions, closest at (6/11) (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 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/10) cost is 8
found 4 valid attack positions, closest at (6/13) (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 Luna canAct + !grounded, turn placed

 
(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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 (7/12) to (7/12), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (5/10) cost is 2
found 5 valid attack positions, closest at (7/12) (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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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 Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 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 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: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie on Position 0Adding Char Ilgar on Position 1Adding Char Fireno on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 Fireno ID 0, 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (5/10) cost is 8
found 6 valid attack positions, closest at (5/12) (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 Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (6/11) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 4
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/10) cost is 4
found 5 valid attack positions, closest at (6/11) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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)

runEffExpHarpyie: 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 Harpyie: 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 Harpyie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (6/13) cost is 2
Calculating cost to destination (5/10) cost is 8
found 4 valid attack positions, closest at (6/13) (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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 8, current BP 15
Grounded 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 Harpyie 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 (7/12) to (7/12), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (5/10) cost is 2
found 5 valid attack positions, closest at (7/12) (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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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)

Handling Death of Character Harpyie
 
(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)

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 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: Harpyie) 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 Harpyie 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
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 Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (6/11) cost is 6
found 5 valid attack positions, closest at (5/12) (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)

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 (5/10) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 2
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (6/13) cost is 10
found 4 valid attack positions, closest at (5/10) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 (6/13) to (6/13), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/11) cost is 2
Calculating cost to destination (6/13) cost is 2
found 3 valid attack positions, closest at (6/13) (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 Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 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 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 (5/9), 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 (6/11) cost is 6
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (7/12) cost is 8
found 3 valid attack positions, closest at (6/11) (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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Tim on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie 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 Tim in state current following path from (7/12) to (7/12), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 2
found 3 valid attack positions, closest at (7/12) (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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/13) to (6/13), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 8
Calculating cost to destination (6/11) cost is 8
Calculating cost to destination (6/13) cost is 2
found 3 valid attack positions, closest at (6/13) (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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 (6/10) to (6/11), 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 (6/11) cost is 3
Calculating cost to destination (5/12) cost is 7
Calculating cost to destination (5/12) cost is 7
Calculating cost to destination (6/11) cost is 3
found 4 valid attack positions, closest at (6/11) (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 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
Queue done, rerolling

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

Initiative Ini Display
Adding Char Harpyie on Position 0Adding Char Ilgar on Position 1Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
found 2 valid attack positions, closest at (5/12) (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 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 (6/13) to (6/13), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 2
found 1 valid attack positions, closest at (6/13) (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)

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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/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 14, duration 1, current round 16, so 15 < 16
 
(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 Harpyie 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 (5/13) to (6/14), 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
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 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 6
found 1 valid attack positions, closest at (7/12) (dist: 6), moving --- done

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

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

 
(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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/12) to (7/12), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (5/12) cost is 2
Calculating cost to destination (7/12) cost is 2
found 3 valid attack positions, closest at (7/12) (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 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: Harpyie) 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 Harpyie 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 Harpyie on Position 0Adding Char Harpyie 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: Harpyie) 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 Harpyie ID 6, current BP 15
Grounded 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 Harpyie from queue
Checking Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 (6/13) to (6/13), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 4
Calculating cost to destination (5/12) cost is 4
Calculating cost to destination (6/13) cost is 2
found 3 valid attack positions, closest at (6/13) (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)

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 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 (7/13) to (7/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 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 (6/14)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (7/12) cost is 3
found 3 valid attack positions, closest at (7/12) (dist: 3), 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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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 Harpyie
 
(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 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: Harpyie) 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 Harpyie 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 Ilgar on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Harpyie 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 Ilgar in state current following path from (5/11) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 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 (5/12) cost is 2
found 1 valid attack positions, closest at (5/12) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 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 Harpyie from queue
Checking Berthold canAct + !grounded, turn placed

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

Handling Death of Character Fireno
 
(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 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 Berthold in state current following path from (5/11) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping 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 6
found 1 valid attack positions, closest at (7/12) (dist: 6), 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)

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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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)

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 (7/12) to (7/12), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 2
found 1 valid attack positions, closest at (7/12) (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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 (7/11) to (7/11), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 7
found 1 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 Berthold 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 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 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
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 Harpyie 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 Tim in state current following path from (6/13) to (6/13), 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
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/12)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 2
found 1 valid attack positions, closest at (6/13) (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 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Harpyie(battle/HARPY) 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
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 (7/12) to (7/12), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 1
found 1 valid attack positions, closest at (7/12) (dist: 1), 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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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)

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
Target Harpyie 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 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 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Harpyie) 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 Harpyie is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Harpyie 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: Harpyie) 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 Harpyie ID 7, current BP 15
Grounded 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 Harpyie 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: Harpyie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Harpyie 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 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 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 (6/13)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 Luna canAct + !grounded, turn placed

 
(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 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: Harpyie) 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 Harpyie 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 Harpyie(battle/HARPY) 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)

Handling Death of Character Harpyie
 
(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)

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)

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 76.71%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

Window DialogueCtrl 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 76.71136, cspeed 0.4166667
 
(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: 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: 482.8456

 
(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)

runEffExpLuna: Removing nonbattle effect healattempt, started at 481.9584, duration 0.3333333, current time 482.2921, so 482.2918 < 482.2921
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: 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, camp_suggest, perc 79.74828, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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: 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 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 moveback
No valid container under the mouse -- revert the item's parent inventory12 (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)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 482.7502, duration 0, current time 482.753, so 482.7502 < 482.753
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 482.7502, duration 0, current time 482.753, so 482.7502 < 482.753
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

runEffExpLuna: Removing nonbattle effect eff_gulmondbasic, started at 482.7502, duration 0.08333334, current time 482.8336, so 482.8336 < 482.8336
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect eff_gulmondbasic
 
(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)

DDItem dropped container: inventory09 (UnityEngine.BoxCollider) (inventory09), container inventory09 (CraftyDDContainer)

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

got a container: inventory09 (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: 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 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: 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: 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 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: 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 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: 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)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 39, original cost 6, effective cost 14, delta -8
 
(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)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 482.9585, duration 0, current time 482.9613, so 482.9585 < 482.9613
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 482.9585, duration 0, current time 482.9613, so 482.9585 < 482.9613
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

Weatherforecast for 483.0017 season 3 area general: WeatherForecast[ Clouds some Wind storm Rain none, Temp -2 - 10 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect healattempt, started at 482.7502, duration 0.3333333, current time 483.0851, so 483.0836 < 483.0851
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

runEffExpLuna: Removing nonbattle effect ruhekoerper, started at 482.9585, duration 0.2083333, current time 483.169, so 483.1669 < 483.169
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

Durableeffect wundfieber activateInterval anotherhealing every NaN
 
(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)

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

Initializing Battle camp_road_1 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)

[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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: 
zweihaender 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: 

 
(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 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 Räuber(battle/highwaymen): 
zweihaender 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 Räuber(battle/highwaymen): 

 
(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)

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

AILog: Starting to Think for Räuber 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(6/6) / 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)

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)

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 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 4 Enemies with line of sight
Top 1: Pos(6/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/4) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist6 / 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: 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (4/9) to (5/6), 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 (1/2) cost is 11
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (2/3) cost is 11
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (5/6) cost is 5
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 5
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (6/1) cost is 13
Calculating cost to destination (7/2) cost is 11
Calculating cost to destination (6/3) cost is 9
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (2/3) cost is 11
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
found 23 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 block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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: 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 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(6/6) / 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)

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

Character Räuber in state current following path from (3/8) to (6/7), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/2) cost is 7
Calculating cost to destination (2/1) cost is 9
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (2/3) cost is 7
Calculating cost to destination (3/6) cost is 5
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (6/1) cost is 13
Calculating cost to destination (7/2) cost is 13
Calculating cost to destination (6/3) cost is 11
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (5/5) cost is 8
Calculating cost to destination (2/3) cost is 7
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 7
found 21 valid attack positions, closest at (6/7) (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 Räuber 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: Frija) atready = False, defready = True
 
(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)

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 (1/2) to (0/3), 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)

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

AILog: Starting to Think for Fireno ID 1, 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(6/9) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 9 by 1
 
(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: Räuber) 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(5/6) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold 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 Berthold 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 (5/5) cost is 1
Calculating cost to destination (5/7) cost is 13
Calculating cost to destination (5/7) cost is 13
Calculating cost to destination (6/8) cost is 13
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (4/10) cost is 13
Calculating cost to destination (5/11) cost is 15
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (6/8) cost is 13
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (1/11) cost is 11
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (2/12) cost is 13
found 16 valid attack positions, closest at (5/5) (dist: 1), 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 Räuber on Position 2Adding Char Räuber 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 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
Found 1 Enemies with line of sight
Top 1: Pos(4/6) / Dist3 / 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)

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
Target Räuber is in rangenot enough BP, waiting --- 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 0
Checking position (5/12) viable, distance 2, count 0
Checking position (5/11) viable, distance 1, count 0
Checking position (5/10) viable, distance 2, count 0
Checking position (4/10) viable, distance 1, count 1
Checking position (3/10) viable, distance 2, count 1
Checking position (3/11) viable, distance 1, count 1
Checking position (3/12) viable, distance 2, count 2
Checking position (4/13) viable, distance 2, count 0
Checking position (5/13) viable, distance 3, count 0
Checking position (3/13) viable, distance 3, count 0
Checking position (6/13) viable, distance 4, count 0
Checking position (6/12) viable, distance 3, count 0
Checking position (6/11) viable, distance 2, count 0
Checking position (6/10) viable, distance 3, count 0
Checking position (5/9) viable, distance 3, count 0
Checking position (4/9) viable, distance 2, count 1
Checking position (3/9) viable, distance 3, count 1
Checking position (2/9) viable, distance 4, count 2
Checking position (2/10) viable, distance 3, count 2
Checking position (2/12) viable, distance 3, count 1
Checking position (2/13) viable, distance 4, count 1
Checking position (4/14) viable, distance 3, count 1
Checking position (5/14) viable, distance 4, count 0
Checking position (3/14) viable, distance 4, count 0
Checking position (6/14) viable, distance 5, count 0
Checking position (2/14) viable, distance 5, count 2
Checking position (7/14) viable, distance 6, count 0
Checking position (7/13) viable, distance 5, count 0
Checking position (7/12) viable, distance 4, count 0
Checking position (7/11) viable, distance 3, count 0
Checking position (7/10) viable, distance 4, count 0
Checking position (7/9) viable, distance 5, count 1
Checking position (6/8) viable, distance 5, count 1
Checking position (5/8) viable, distance 4, count 2
Checking position (4/8) viable, distance 3, count 1
Checking position (3/8) viable, distance 4, count 0
Checking position (2/8) viable, distance 5, count 0
Checking position (1/8) viable, distance 6, count 2
Checking position (1/9) viable, distance 5, count 1
Checking position (1/10) viable, distance 4, count 2
Checking position (1/11) viable, distance 5, count 2
Checking position (1/12) viable, distance 4, count 1
Checking position (1/13) viable, distance 5, count 1
Checking position (1/14) viable, distance 6, count 2
Checking position (8/14) viable, distance 7, count 0
Checking position (8/13) viable, distance 6, count 0
Checking position (8/12) viable, distance 5, count 0
Checking position (8/11) viable, distance 4, count 0
Checking position (8/10) viable, distance 5, count 1
found 24 viable fields
Top 1: Pos(3/12) / Dist 2 / Targets 2
Top 2: Pos(2/10) / Dist 3 / Targets 2
Top 3: Pos(2/9) / Dist 4 / Targets 2
Top 4: Pos(1/10) / Dist 4 / Targets 2
Top 5: Pos(5/8) / Dist 4 / Targets 2
Top 6: Pos(1/11) / Dist 5 / Targets 2
Top 7: Pos(2/14) / Dist 5 / Targets 2
Top 8: Pos(3/11) / Dist 1 / Targets 1
Top 9: Pos(4/10) / Dist 1 / Targets 1
Top 10: Pos(4/9) / Dist 2 / Targets 1
found at least one field to move to (3/12), 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 (3/12) to (3/12), 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: 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 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(6/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(0/3) / Dist9 / 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: 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 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: Frija) atready = True, 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)

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)

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 (0/4) to (0/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/7) cost is 11
Calculating cost to destination (5/7) cost is 11
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (2/12) cost is 11
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (3/13) cost is 13
Calculating cost to destination (5/9) cost is 11
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (1/11) cost is 9
Calculating cost to destination (2/10) cost is 9
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (2/12) cost is 11
found 15 valid attack positions, closest at (2/10) (dist: 9), moving --- done

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

AILog: Starting to Think for Räuber 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(6/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(0/6) / 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: 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)

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

AILog: Starting to Think for Fireno ID 1, 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(6/9) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 8 by 1
 
(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: Räuber) 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(5/6) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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: Räuber) 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 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 Räuber 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)

Handling Death of Character Räuber
 
(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 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: Frija) atready = True, 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)

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 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 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
Found 2 Enemies with line of sight
Top 1: Pos(4/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/3) / 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: 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 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(6/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(0/6) / 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: 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 2 Enemies with line of sight
Top 1: Pos(6/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(0/6) / Dist6 / 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: 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 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: Räuber) 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(6/7) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Fireno ID 1, 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(6/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 7 by 1
 
(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 (0/7) to (0/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (5/7) cost is 8
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (2/12) cost is 8
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (3/13) 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 (7/9) cost is 10
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (1/11) cost is 6
Calculating cost to destination (2/10) cost is 6
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (2/12) cost is 8
found 14 valid attack positions, closest at (2/10) (dist: 6), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 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 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 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 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 (5/7), 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 (5/7) cost is 2
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (2/12) cost is 12
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (4/12) cost is 8
Calculating cost to destination (3/13) cost is 10
Calculating cost to destination (5/9) cost is 4
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 6
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 12
found 14 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 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 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 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 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 Räuber 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(0/8) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / 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: 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: Berthold) 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 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) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(0/8) / Dist6 / 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: 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: 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 Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/7) / Dist5 / 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: 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Fireno ID 1, 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(6/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 6 by 1
 
(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: Frija) atready = True, 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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(6/7) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (1/9) to (1/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (6/8) cost is 6
Calculating cost to destination (2/12) cost is 6
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (4/12) cost is 8
Calculating cost to destination (3/13) cost is 8
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 (6/10) cost is 8
Calculating cost to destination (1/11) cost is 4
Calculating cost to destination (2/10) cost is 4
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (2/12) cost is 6
found 13 valid attack positions, closest at (2/10) (dist: 4), moving --- done

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

AILog: Starting to Think for Ilgar 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 Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

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

Räuber lost weapon, wl True, wb False
 
(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: Räuber) 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 Räuber 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 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 1Clearing 2Clearing 3
 
(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 Frija on Position 1Clearing 2Clearing 3
 
(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 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 (6/8), 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 (2/12) cost is 12
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (4/12) cost is 8
Calculating cost to destination (3/13) cost is 10
Calculating cost to destination (5/9) cost is 4
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
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 12
found 12 valid attack positions, closest at (6/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Frija 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 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 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(1/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(6/8) / 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: 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: 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 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(1/9) / 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: 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (3/11) to (2/9), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/9) cost is 6
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (2/9) cost is 4
Calculating cost to destination (1/10) cost is 4
Calculating cost to destination (3/6) cost is 10
Calculating cost to destination (4/5) cost is 12
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (5/2) cost is 16
Calculating cost to destination (6/1) cost is 18
Calculating cost to destination (7/2) cost is 18
Calculating cost to destination (6/3) cost is 16
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (2/3) cost is 12
Calculating cost to destination (3/2) cost is 14
Calculating cost to destination (4/3) cost is 14
Calculating cost to destination (3/4) cost is 12
found 21 valid attack positions, closest at (2/9) (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: 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 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: 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 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 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 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 (3/6) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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 (4/6)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (3/9) cost is 8
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (1/11) cost is 10
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 10 valid attack positions, closest at (2/8) (dist: 6), moving --- done

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

AILog: Starting to Think for Fireno 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 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 (3/4) 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 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 (3/3)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/8) cost is 8
Calculating cost to destination (3/9) cost is 10
Calculating cost to destination (2/10) cost is 12
Calculating cost to destination (5/9) cost is 12
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (1/11) cost is 12
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 10 valid attack positions, closest at (2/8) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Tim from queue
Checking 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 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 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 (5/8) to (5/9), 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 (2/8) cost is 4
Calculating cost to destination (3/9) cost is 4
Calculating cost to destination (2/10) cost is 6
Calculating cost to destination (5/9) cost is 2
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 4
Calculating cost to destination (1/11) cost is 8
Calculating cost to destination (2/10) cost is 6
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (2/12) cost is 8
found 10 valid attack positions, closest at (5/9) (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: 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 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 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 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)

runEffExpRäuber: Removing battle effect fumble_weaponlost, 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 Räuber: Removing durable effect fumble_weaponlost
 
(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 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)

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 (6/9)
Maximum Distance for approach is 5
Checking position (6/10) viable, distance 1, count 0
Checking position (7/10) viable, distance 2, count 2
Checking position (7/9) viable, distance 1, count 0
Checking position (7/8) viable, distance 2, count 1
Checking position (5/10) viable, distance 2, count 0
Checking position (6/11) viable, distance 2, count 1
Checking position (7/11) viable, distance 3, count 1
Checking position (5/11) viable, distance 3, count 2
Checking position (8/11) viable, distance 4, count 2
Checking position (8/10) viable, distance 3, count 1
Checking position (8/9) viable, distance 2, count 1
Checking position (8/8) viable, distance 3, count 2
Checking position (4/9) viable, distance 4, count 1
Checking position (4/10) viable, distance 3, count 1
Checking position (4/11) viable, distance 4, count 3
Checking position (6/12) viable, distance 3, count 2
Checking position (7/12) viable, distance 4, count 2
Checking position (5/12) viable, distance 4, count 2
Checking position (8/12) viable, distance 5, count 2
Checking position (4/12) viable, distance 5, count 2
Checking position (9/12) viable, distance 6, count 2
Checking position (9/11) viable, distance 5, count 2
Checking position (9/10) viable, distance 4, count 1
Checking position (9/9) viable, distance 3, count 2
Checking position (9/8) viable, distance 4, count 1
Checking position (5/8) viable, distance 6, count 1
Checking position (4/8) viable, distance 5, count 1
Checking position (3/8) viable, distance 6, count 3
Checking position (3/9) viable, distance 5, count 2
Checking position (3/10) viable, distance 4, count 2
Checking position (3/11) viable, distance 5, count 2
Checking position (3/12) viable, distance 6, count 1
Checking position (6/13) viable, distance 4, count 2
Checking position (7/13) viable, distance 5, count 3
Checking position (5/13) viable, distance 5, count 2
Checking position (8/13) viable, distance 6, count 2
Checking position (4/13) viable, distance 6, count 2
Checking position (9/13) viable, distance 7, count 3
Checking position (3/13) viable, distance 7, count 2
Checking position (10/13) viable, distance 8, count 2
Checking position (10/12) viable, distance 7, count 2
Checking position (10/9) viable, distance 4, count 2
Checking position (10/8) viable, distance 5, count 1
Checking position (6/7) viable, distance 8, count 2
Checking position (5/7) viable, distance 7, count 3
Checking position (2/8) viable, distance 7, count 2
Checking position (2/10) viable, distance 5, count 1
Checking position (2/12) viable, distance 7, count 1
Checking position (2/13) viable, distance 8, count 1
Checking position (6/14) viable, distance 5, count 2
found 47 viable fields
Top 1: Pos(4/11) / Dist 4 / Targets 3
Top 2: Pos(7/13) / Dist 5 / Targets 3
Top 3: Pos(7/10) / Dist 2 / Targets 2
Top 4: Pos(8/8) / Dist 3 / Targets 2
Top 5: Pos(9/9) / Dist 3 / Targets 2
Top 6: Pos(6/12) / Dist 3 / Targets 2
Top 7: Pos(5/11) / Dist 3 / Targets 2
Top 8: Pos(6/13) / Dist 4 / Targets 2
Top 9: Pos(5/12) / Dist 4 / Targets 2
Top 10: Pos(7/12) / 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 (5/10) 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 9, 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 3 Enemies with line of sight
Top 1: Pos(5/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(6/2) / Dist9 / 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 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: 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 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: 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: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(1/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / 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: 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)

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 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 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 (1/7) to (1/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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 (2/6)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/8) cost is 4
Calculating cost to destination (3/9) cost is 6
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (1/11) cost is 8
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 11 valid attack positions, closest at (2/8) (dist: 4), moving --- done

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

AILog: Starting to Think for Fireno 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 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 (1/6) to (1/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (2/5)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (2/10) cost is 9
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (1/11) cost is 9
Calculating cost to destination (2/10) cost is 9
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (2/12) cost is 11
found 11 valid attack positions, closest at (2/8) (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 (6/9) to (5/10), 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 (2/8) cost is 4
Calculating cost to destination (3/9) cost is 4
Calculating cost to destination (2/10) cost is 6
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (4/10) cost is 4
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (1/11) cost is 8
Calculating cost to destination (2/10) cost is 6
Calculating cost to destination (3/11) cost is 6
Calculating cost to destination (2/12) cost is 8
found 11 valid attack positions, closest at (4/10) (dist: 4), moving --- done

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

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

 
(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 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 (4/9) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (2/8) cost is 4
Calculating cost to destination (3/9) cost is 2
Calculating cost to destination (2/10) cost is 4
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 4
Calculating cost to destination (4/12) cost is 6
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 11 valid attack positions, closest at (3/9) (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: Räuber) 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 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
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 block
 
(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 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: 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 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 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(3/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(6/2) / Dist9 / 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 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: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(3/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(5/10) / Dist3 / 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 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: Räuber) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(2/9) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 5 by 1
 
(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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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)

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 (4/10) to (4/10), 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 (2/8) cost is 5
Calculating cost to destination (2/10) cost is 3
Calculating cost to destination (3/11) cost is 3
Calculating cost to destination (4/10) cost is 1
Calculating cost to destination (5/11) cost is 1
Calculating cost to destination (4/12) cost is 3
Calculating cost to destination (1/11) cost is 5
Calculating cost to destination (2/10) cost is 3
Calculating cost to destination (3/11) cost is 3
Calculating cost to destination (2/12) cost is 5
found 10 valid attack positions, closest at (4/10) (dist: 1), 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 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 Frija 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 4, 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)

AILog: Target Räuber is in rangenot enough BP, waiting --- 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 Tim 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 Tim on Position 0Adding Char Luna on Position 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 Tim in state current following path from (0/7) to (0/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (1/6)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/11) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 11
Calculating cost to destination (1/11) cost is 7
Calculating cost to destination (2/10) cost is 7
Calculating cost to destination (3/11) cost is 9
Calculating cost to destination (2/12) cost is 9
found 7 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 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 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
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 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 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(4/10) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(1/7) / 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: 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 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)

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 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 (1/10) to (1/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (3/11) cost is 4
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (1/11) cost is 2
Calculating cost to destination (2/10) cost is 2
Calculating cost to destination (3/11) cost is 4
Calculating cost to destination (2/12) cost is 4
found 7 valid attack positions, closest at (1/11) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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: Räuber) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(2/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 4 by 1
 
(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 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 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: Räuber) 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(2/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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 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)

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 (3/10) to (3/11), 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 (3/11) cost is 2
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (4/12) cost is 4
Calculating cost to destination (2/10) cost is 2
Calculating cost to destination (3/11) cost is 2
Calculating cost to destination (2/12) cost is 4
found 6 valid attack positions, closest at (3/11) (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: 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 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 Berthold 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 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 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 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 Ilgar 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 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)

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 block
 
(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 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: 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)

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

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

AILog: Starting to Think for Fireno ID 1, 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(2/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 3 by 1
 
(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: Räuber) 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(2/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 Luna canAct + !grounded, turn placed

 
(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 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 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)

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

AILog: Starting to Think for Räuber 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: 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 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)

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 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 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 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 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 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 4, 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: Räuber) 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(2/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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: Räuber) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 1, 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(2/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 2 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: 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 Fireno: 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 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: Frija) 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 8
Grounded 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: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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: 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 hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Fireno ID 1, 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(2/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Reducing Shield Item Pfeil count 1 by 1
 
(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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 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: Räuber) 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(2/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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: Räuber) 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 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 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 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)

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 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 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)

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)

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 block
 
(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 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: 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)

Attempted to swap ranged weapon with non ranged for character Fireno. Success = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 

 
(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 Fireno ID 1, 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(2/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Starting to Think for Ilgar 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 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: Räuber) 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(2/11) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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: Räuber) 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 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)

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 4, 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
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 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 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)

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

AILog: Starting to Think for Räuber 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: 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 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 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 (5/11) cost is 8
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (2/10) cost is 4
Calculating cost to destination (2/12) cost is 8
found 4 valid attack positions, closest at (2/10) (dist: 4), moving --- done

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

AILog: Starting to Think for Fireno 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 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 (0/9) 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 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 (0/8)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (4/12) cost is 8
Calculating cost to destination (2/10) cost is 4
Calculating cost to destination (2/12) cost is 6
found 4 valid attack positions, closest at (2/10) (dist: 4), 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 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 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 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 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 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 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 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: Räuber) 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 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 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 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)

Handling Death of Character Räuber
 
(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 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 Räuber 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: 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 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 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 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 (2/10) to (2/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (2/10) cost is 2
Calculating cost to destination (2/12) cost is 6
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 Fireno 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 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 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 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 4, 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)

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 (0/11) to (0/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 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 (1/10)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/12) cost is 5
found 1 valid attack positions, closest at (2/12) (dist: 5), 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 (4/11) to (3/12), 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 (2/12) cost is 4
found 1 valid attack positions, closest at (2/12) (dist: 4), 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 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 blockHit
 
(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 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: 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 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 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 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 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 (2/12) to (2/12), 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 (2/12) cost is 1
found 1 valid attack positions, closest at (2/12) (dist: 1), 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)

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 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 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)

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 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 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 (0/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 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 4, 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
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: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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: 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 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 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 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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 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 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 (0/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 Luna canAct + !grounded, turn placed

 
(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 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 4, 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 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 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 Räuber 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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 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: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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: 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 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 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 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 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 (0/11)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach 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 Luna canAct + !grounded, turn placed

 
(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 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 4, 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 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: Räuber) 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 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 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 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)

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

Initiative Ini Display
Adding Char Ilgar 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)

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)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 79.74%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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 82.48215, cspeed 0.375
 
(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_forest, Pos 82.48%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 82.48%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

Journey is [Journey: maptext_rt_forest, Pos 82.48%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 484.0003 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp -6 - 9 = uwsValue 6 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 6
Current total party hunger 252
Ration Hungermod is -20
Total Hunger 252 > 200, sating partly
Sating [PlayerChar 'Ilgar'] CHunger 42, HungerLeft 200 Modification -42
Sating [PlayerChar 'Fireno'] CHunger 42, HungerLeft 158 Modification -42
Sating [PlayerChar 'Frija'] CHunger 42, HungerLeft 116 Modification -42
Sating [PlayerChar 'Luna'] CHunger 42, HungerLeft 74 Modification -42
Sating [PlayerChar 'Berthold'] CHunger 42, HungerLeft 32 Modification -42
Sating [PlayerChar 'Tim'] CHunger 42, HungerLeft -10 Modification -42
Remaining Ration value -52 not enough to make a full ration with 20
 
(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)

Journey is [Journey: maptext_rt_forest, Pos 82.48%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

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: 484.7729

 
(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 84.96404, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 84.96%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 84.96%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 6
Current total party hunger -160
Ration Hungermod is -20
Total Hunger -160 <= 200, sating Party completely
Remaining Ration value 360, making 18 Rations
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 485.0021 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp -11 - 11 = uwsValue 6 ]
 
(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)

Successfully found food, restskill is 4
Current total party hunger 264
Ration Hungermod is -20
Total Hunger 264 > 140, sating partly
Sating [PlayerChar 'Ilgar'] CHunger 44, HungerLeft 140 Modification -44
Sating [PlayerChar 'Fireno'] CHunger 44, HungerLeft 96 Modification -44
Sating [PlayerChar 'Frija'] CHunger 44, HungerLeft 52 Modification -44
Sating [PlayerChar 'Luna'] CHunger 44, HungerLeft 8 Modification -44
Sating [PlayerChar 'Berthold'] CHunger 44, HungerLeft -36 Modification -44
Sating [PlayerChar 'Tim'] CHunger 44, HungerLeft -80 Modification -44
Remaining Ration value -124 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_4 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)

[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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: 

 
(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: 
zweihaender 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: 

 
(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 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 zweihaender
 
(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): 
found dispclass stichwaffen
 
(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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett 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 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 (6/7) cost is 4
Calculating cost to destination (7/8) cost is 16
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (2/11) cost is 14
Calculating cost to destination (3/10) cost is 14
Calculating cost to destination (4/11) cost is 16
Calculating cost to destination (3/12) cost is 16
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (5/10) cost is 16
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (4/10) cost is 15
Calculating cost to destination (1/9) cost is 11
Calculating cost to destination (2/8) cost is 11
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (2/10) cost is 13
found 18 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 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 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.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)

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 (5/3) to (5/7), 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 18
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (2/11) cost is 14
Calculating cost to destination (3/10) cost is 14
Calculating cost to destination (4/11) cost is 16
Calculating cost to destination (3/12) cost is 16
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (5/10) cost is 16
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (4/10) cost is 15
Calculating cost to destination (1/9) cost is 11
Calculating cost to destination (2/8) cost is 11
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (2/10) cost is 13
found 17 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 Skelett 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 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 (2/4)
Maximum Distance for approach is 5
Checking position (2/5) viable, distance 1, count 0
Checking position (3/5) viable, distance 2, count 0
Checking position (3/4) viable, distance 1, count 0
Checking position (3/3) viable, distance 2, count 0
Checking position (2/3) viable, distance 1, count 0
Checking position (1/3) viable, distance 2, count 0
Checking position (1/4) viable, distance 1, count 0
Checking position (1/5) viable, distance 2, count 1
Checking position (2/6) viable, distance 2, count 0
Checking position (3/6) viable, distance 3, count 0
Checking position (1/6) viable, distance 3, count 1
Checking position (4/6) viable, distance 4, count 0
Checking position (4/5) viable, distance 3, count 0
Checking position (4/4) viable, distance 2, count 0
Checking position (4/3) viable, distance 3, count 0
Checking position (3/2) viable, distance 3, count 0
Checking position (2/2) viable, distance 2, count 0
Checking position (1/2) viable, distance 3, count 0
Checking position (0/2) viable, distance 4, count 1
Checking position (0/3) viable, distance 3, count 1
Checking position (0/4) viable, distance 2, count 1
Checking position (0/5) viable, distance 3, count 1
Checking position (0/6) viable, distance 4, count 1
Checking position (1/7) viable, distance 4, count 2
Checking position (0/7) viable, distance 5, count 3
Checking position (5/6) viable, distance 5, count 0
Checking position (5/4) viable, distance 3, count 0
Checking position (5/3) viable, distance 4, count 0
Checking position (5/2) viable, distance 5, 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 3, count 0
Checking position (1/1) viable, distance 4, count 0
Checking position (0/1) viable, distance 5, count 1
Checking position (1/8) viable, distance 5, count 2
Checking position (2/8) viable, distance 6, count 2
Checking position (0/8) viable, distance 6, count 4
Checking position (6/6) viable, distance 6, 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 (6/1) viable, distance 7, count 0
Checking position (5/1) viable, distance 6, count 0
Checking position (5/0) viable, distance 7, 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 4, count 0
Checking position (1/0) viable, distance 5, count 0
Checking position (0/0) viable, distance 6, count 0
found 13 viable fields
Top 1: Pos(0/7) / Dist 5 / Targets 3
Top 2: Pos(1/7) / Dist 4 / Targets 2
Top 3: Pos(1/8) / Dist 5 / Targets 2
Top 4: Pos(0/4) / Dist 2 / Targets 1
Top 5: Pos(1/5) / Dist 2 / Targets 1
Top 6: Pos(0/5) / Dist 3 / Targets 1
Top 7: Pos(1/6) / Dist 3 / Targets 1
Top 8: Pos(0/3) / Dist 3 / Targets 1
Top 9: Pos(0/2) / Dist 4 / Targets 1
Top 10: Pos(0/6) / Dist 4 / Targets 1
found at least one field to move to (0/7), 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 (2/5) to (0/7), 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: 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 3
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(2/9) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(4/9) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(3/11) / Dist4 / 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)

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 (4/3) to (1/7), 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 (7/8) cost is 19
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (2/11) cost is 13
Calculating cost to destination (3/10) cost is 13
Calculating cost to destination (4/11) cost is 15
Calculating cost to destination (3/12) cost is 15
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (4/10) cost is 14
Calculating cost to destination (1/9) cost is 10
Calculating cost to destination (2/8) cost is 10
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (2/10) cost is 12
found 16 valid attack positions, closest at (2/8) (dist: 10), 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 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Kultist in state current following path from (6/5) to (11/6), 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 (7/8) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (2/11) cost is 23
Calculating cost to destination (3/10) cost is 21
Calculating cost to destination (4/11) cost is 21
Calculating cost to destination (3/12) cost is 23
Calculating cost to destination (4/8) cost is 24
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 19
Calculating cost to destination (3/9) cost is 22
Calculating cost to destination (4/8) cost is 24
Calculating cost to destination (4/10) cost is 20
Calculating cost to destination (1/9) cost is 24
Calculating cost to destination (2/8) cost is 24
Calculating cost to destination (3/9) cost is 22
Calculating cost to destination (2/10) cost is 22
found 16 valid attack positions, closest at (7/8) (dist: 15), 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 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 (2/10) to (1/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 (10/6) cost is 18
Calculating cost to destination (11/5) cost is 16
Calculating cost to destination (12/6) cost is 14
Calculating cost to destination (1/6) cost is 27
Calculating cost to destination (1/8) cost is 5
Calculating cost to destination (5/6) cost is 23
Calculating cost to destination (6/6) cost is 22
Calculating cost to destination (0/6) cost is 28
Calculating cost to destination (0/8) cost is 6
found 9 valid attack positions, closest at (1/8) (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 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 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 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 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 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 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(1/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist3 / 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 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 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 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 (3/9) to (2/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping 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 17
Calculating cost to destination (11/5) cost is 15
Calculating cost to destination (12/6) cost is 13
Calculating cost to destination (1/6) cost is 26
Calculating cost to destination (5/6) cost is 22
Calculating cost to destination (6/6) cost is 21
Calculating cost to destination (0/6) cost is 27
Calculating cost to destination (0/8) cost is 7
found 8 valid attack positions, closest at (0/8) (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 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)

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 (0/7)
Maximum Distance for approach is 5
Checking position (0/8) viable, distance 1, count 1
Checking position (1/6) viable, distance 2, count 0
Checking position (0/6) viable, distance 1, count 0
Checking position (0/9) viable, distance 2, count 2
Checking position (1/9) viable, distance 3, count 0
Checking position (2/6) viable, distance 3, count 0
Checking position (2/5) viable, distance 4, count 0
Checking position (1/5) viable, distance 3, count 0
Checking position (0/5) viable, distance 2, count 0
Checking position (0/10) viable, distance 3, count 3
Checking position (1/10) viable, distance 4, count 1
Checking position (3/6) viable, distance 4, count 0
Checking position (3/5) viable, distance 5, count 0
Checking position (3/4) viable, distance 6, count 0
Checking position (2/4) viable, distance 5, count 0
Checking position (1/4) viable, distance 4, count 0
Checking position (0/4) viable, distance 3, count 0
Checking position (0/11) viable, distance 4, count 3
Checking position (1/11) viable, distance 5, count 3
Checking position (2/11) viable, distance 6, count 2
Checking position (4/6) viable, distance 5, count 0
Checking position (4/5) viable, distance 6, count 0
Checking position (4/4) viable, distance 7, count 0
Checking position (4/3) viable, distance 8, count 0
Checking position (3/3) viable, distance 7, count 0
Checking position (2/3) viable, distance 6, count 0
Checking position (1/3) viable, distance 5, count 0
Checking position (0/3) viable, distance 4, count 0
Checking position (0/12) viable, distance 5, count 4
Checking position (1/12) viable, distance 6, count 4
Checking position (2/12) viable, distance 7, count 3
Checking position (3/12) viable, distance 8, count 3
Checking position (3/11) viable, distance 7, count 3
Checking position (3/10) viable, distance 8, count 2
Checking position (5/6) viable, distance 6, count 0
Checking position (5/5) viable, distance 7, count 0
Checking position (5/4) viable, distance 8, count 0
Checking position (5/3) viable, distance 9, count 0
Checking position (4/2) viable, distance 9, count 0
Checking position (3/2) viable, distance 8, count 0
Checking position (2/2) viable, distance 7, count 0
Checking position (1/2) viable, distance 6, count 0
Checking position (0/2) viable, distance 5, count 0
Checking position (0/13) viable, distance 6, count 5
Checking position (1/13) viable, distance 7, count 4
Checking position (2/13) viable, distance 8, count 4
Checking position (3/13) viable, distance 9, count 2
Checking position (4/12) viable, distance 9, count 3
Checking position (4/11) viable, distance 8, count 3
Checking position (4/10) viable, distance 9, count 3
found 20 viable fields
Top 1: Pos(0/12) / Dist 5 / Targets 4
Top 2: Pos(0/10) / Dist 3 / Targets 3
Top 3: Pos(0/11) / Dist 4 / Targets 3
Top 4: Pos(1/11) / Dist 5 / Targets 3
Top 5: Pos(0/9) / Dist 2 / Targets 2
Top 6: Pos(0/8) / Dist 1 / Targets 1
Top 7: Pos(1/10) / Dist 4 / Targets 1
Top 8: Pos(3/13) / Dist 9 / Targets 2
Top 9: Pos(2/13) / Dist 8 / Targets 4
Top 10: Pos(1/13) / Dist 7 / Targets 4
found at least one field to move to (0/12), do it

 
(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 (0/8) to (0/12), 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 Skelett ID 10, 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(2/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(1/8) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(5/9) / Dist5 / 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 Kultist 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 Kultist in state current following path from (12/7) to (7/8), 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 (7/8) cost is 8
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (0/8) cost is 13
Calculating cost to destination (2/8) cost is 17
Calculating cost to destination (1/9) cost is 15
Calculating cost to destination (4/8) cost is 15
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (1/10) cost is 16
Calculating cost to destination (3/10) cost is 14
Calculating cost to destination (2/11) cost is 16
Calculating cost to destination (1/9) cost is 15
Calculating cost to destination (2/8) cost is 17
Calculating cost to destination (3/9) cost is 15
found 15 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 Kultist 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)

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: Fireno) 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 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: Ilgar) 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 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 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 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 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 3 Enemies with line of sight
Top 1: Pos(1/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(0/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist3 / 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 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: Kultist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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 (2/11) to (1/12), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (0/7) cost is 5
Calculating cost to destination (1/6) cost is 7
Calculating cost to destination (5/6) cost is 11
Calculating cost to destination (6/6) cost is 12
Calculating cost to destination (0/11) cost is 3
Calculating cost to destination (1/12) cost is 3
Calculating cost to destination (0/13) cost is 5
found 9 valid attack positions, closest at (1/12) (dist: 3), 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 Skelett on Position 1Adding Char Skelett on Position 2Adding Char Kultist 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: Fireno) 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 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 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: Ilgar) 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 Ilgar 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: 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 4 Enemies with line of sight
Top 1: Pos(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(1/8) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(5/8) / Dist5 / 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)

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)

ExecAttack response is hit
 
(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)

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 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 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 Kultist 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 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 3 Enemies with line of sight
Top 1: Pos(1/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(0/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist3 / 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 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (1/9) to (0/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (0/11) cost is 4
Calculating cost to destination (0/13) cost is 8
found 6 valid attack positions, closest at (0/11) (dist: 4), moving --- done

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

AILog: Starting to Think for Fireno 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 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: Kultist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist 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 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 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 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 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 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 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 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: 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 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: Ilgar) 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 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 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: 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 3 Enemies with line of sight
Top 1: Pos(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/8) / Dist5 / 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)

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

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 Kultist 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: Kultist) 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 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 Ilgar is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Kultist 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 2 Enemies with line of sight
Top 1: Pos(0/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist3 / 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)

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 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)

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 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 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 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 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 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)

runEffExpSkelett: 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 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 Kultist 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: Kultist) 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 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 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 Kultist 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 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(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/8) / Dist5 / 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)

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 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: Ilgar) 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 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 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 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)

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

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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: 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 2 Enemies with line of sight
Top 1: Pos(0/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist3 / 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)

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 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 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 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 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 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 Skelett on Position 2Adding Char Kultist 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: Ilgar) 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 Ilgar 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: 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 3 Enemies with line of sight
Top 1: Pos(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/8) / Dist5 / 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)

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 Kultist canAct + !grounded, turn placed

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

ExecAttack response is hit
 
(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)

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 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 Ilgar is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Kultist 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 2 Enemies with line of sight
Top 1: Pos(0/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist3 / 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)

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

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist 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 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 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 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 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 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: Skelett) 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 Skelett 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 Skelett on Position 0Adding Char Kultist 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)

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 Kultist 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: Ilgar) 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 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 Skelett from queue
Checking Kultist canAct + !grounded, turn placed

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

ExecAttack response is miss
 
(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)

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 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 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 Kultist 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 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(2/9) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(5/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/8) / Dist5 / 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)

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 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)

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

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 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 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(0/12) / Dist3 / 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 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 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 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 (5/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (8/8) cost is 9
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (5/7) cost is 1
Calculating cost to destination (6/6) cost is 3
found 4 valid attack positions, closest at (5/7) (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 Skelett on Position 0Adding Char Kultist 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: Ilgar) 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 Ilgar 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 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
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)

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 Kultist canAct + !grounded, turn placed

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

ExecAttack response is miss
 
(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)

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 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 Ilgar is in rangegot enough BP, attacking --- done

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

BS.advanceIni log
Removing Kultist 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 (1/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 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 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/6) cost is 11
found 3 valid attack positions, closest at (7/9) (dist: 9), 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: Kultist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist 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: 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(6/7) / Dist4 / Targetid3: 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 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 (2/12) to (4/11), 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 (8/8) cost is 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/6) cost is 11
found 3 valid attack positions, closest at (7/9) (dist: 9), moving --- done

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

AILog: Starting to Think for Berthold 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 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 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 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: Skelett) 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 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 Frija from queue
Queue done, rerolling

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

Initiative Ini Display
Adding Char Kultist 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)

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

Initiative Ini Display
Adding Char Kultist 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: Kultist) 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 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 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 Kultist 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 (6/10) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno 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 6
Calculating cost to destination (7/9) cost is 4
found 2 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 Fireno 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 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: Kultist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Kultist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 (2/9)
Maximum Distance for approach is 2
Checking position (2/10) viable, distance 1, count 0
Checking position (3/10) viable, distance 2, count 0
Checking position (3/9) viable, distance 1, count 0
Checking position (3/8) viable, distance 2, count 0
Checking position (2/8) viable, distance 1, count 0
Checking position (1/8) viable, distance 2, count 0
Checking position (1/9) viable, distance 1, count 0
Checking position (1/10) viable, distance 2, count 0
Checking position (2/11) viable, distance 2, count 0
Checking position (3/11) viable, distance 3, count 1
Checking position (1/11) viable, distance 3, count 0
Checking position (4/10) viable, distance 3, count 0
Checking position (4/9) viable, distance 2, count 0
Checking position (4/8) viable, distance 3, count 0
Checking position (1/7) viable, distance 3, count 0
Checking position (0/7) viable, distance 4, count 0
Checking position (0/8) viable, distance 3, count 0
Checking position (0/9) viable, distance 2, count 0
Checking position (0/10) viable, distance 3, count 0
Checking position (0/11) viable, distance 4, count 0
Checking position (2/12) viable, distance 3, count 1
Checking position (3/12) viable, distance 4, count 0
Checking position (1/12) viable, distance 4, count 0
Checking position (4/12) viable, distance 5, count 1
Checking position (0/12) viable, distance 5, count 0
Checking position (5/11) viable, distance 5, count 1
Checking position (5/10) viable, distance 4, count 1
Checking position (5/8) viable, distance 4, count 0
Checking position (2/6) viable, distance 5, count 0
Checking position (1/6) viable, distance 4, count 0
Checking position (0/6) viable, distance 5, count 0
Checking position (2/13) viable, distance 4, count 0
Checking position (3/13) viable, distance 5, count 1
Checking position (1/13) viable, distance 5, count 0
Checking position (4/13) viable, distance 6, count 1
Checking position (0/13) viable, distance 6, count 0
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 0
Checking position (2/5) viable, distance 6, count 0
Checking position (1/5) viable, distance 5, count 0
Checking position (0/5) viable, distance 6, count 0
Checking position (2/14) viable, distance 5, count 0
Checking position (3/14) viable, distance 6, count 1
Checking position (1/14) viable, distance 6, count 0
found 9 viable fields
Top 1: Pos(4/13) / Dist 6 / Targets 1
Top 2: Pos(3/13) / Dist 5 / Targets 1
Top 3: Pos(3/14) / Dist 6 / Targets 1
Top 4: Pos(6/10) / Dist 5 / Targets 1
Top 5: Pos(5/10) / Dist 4 / Targets 1
Top 6: Pos(2/12) / Dist 3 / Targets 1
Top 7: Pos(3/11) / Dist 3 / Targets 1
Top 8: Pos(5/11) / Dist 5 / Targets 1
Top 9: Pos(4/12) / Dist 5 / Targets 1
found at least one field to move to (4/13), 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 Tim in state current following path from (2/10) to (3/12), 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)

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 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 (5/8) to (4/9), 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 (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 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 (5/11) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 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 Berthold 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 Berthold from queue
Queue done, rerolling

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

Initiative Ini Display
Adding Char Kultist 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 Kultist ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 8
Calculating cost to destination (9/0) cost is 16
Calculating cost to destination (10/0) cost is 15
Calculating cost to destination (11/0) cost is 14
Calculating cost to destination (14/6) cost is 9
Calculating cost to destination (14/7) cost is 8
Calculating cost to destination (14/8) cost is 7
Escaping right away at (14/8)

 
(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 (8/8) to (14/8), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

 
(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)

Journey is [Journey: maptext_rt_forest, Pos 84.96%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 84.96%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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)

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: 485.7935

 
(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 87.17245, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 87.17%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 87.17%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 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)

Weatherforecast for 486.0004 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp -11 - 11 = uwsValue 6 ]
 
(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_forest, Pos 87.17%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 87.17%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 486.0004, duration 0, current time 486.0033, so 486.0004 < 486.0033
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect eff_oneberry, started at 486.0004, duration 0, current time 486.0033, so 486.0004 < 486.0033
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

runEffExpLuna: Removing nonbattle effect eff_gulmondbasic, started at 486.0004, duration 0.08333334, current time 486.0838, so 486.0838 < 486.0838
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect eff_gulmondbasic
 
(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_forest, Pos 87.17%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(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)

runEffExpLuna: Removing nonbattle effect healattempt, started at 486.0004, duration 0.3333333, current time 486.3392, so 486.3338 < 486.3392
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect healattempt
 
(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, camp_suggest, perc 89.38126, 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)

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

Journey is [Journey: maptext_rt_forest, Pos 89.38%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 89.38%, Dir 1, moving False, route skelelle-phexcaer-pampa], 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 487.0026 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp -12 - 9 = uwsValue 6 ]
 
(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)

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: 487.7765

 
(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 91.86336, cspeed 0.4166667
 
(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 reise2_auerochse_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 92.03698, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: forest
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 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise2_auerochse_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise2_auerochse_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise2_auerochse_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 reise2_auerochse_hl [6]
 
(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 reise2_auerochse_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, {0} schleicht näher heran, erhebt sich aus seiner Deckung und schießt in schneller Folge zwei Pfeile auf das überraschte Tier ab... )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Ilgar schleicht näher heran, erhebt sich aus seiner Deckung und schießt in schneller Folge zwei Pfeile auf das überraschte Tier ab...
 
(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 reise2_auerochse_hl[1] dlgResponse 0 = 12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise2_auerochse_hl [12]
 
(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 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise2_auerochse_hl [10]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Firun ist {0} heute nicht gnädig: beide Pfeile verfehlen ihr Ziel. Der überraschte Bulle wendet sich zur Flucht.  Wollt ihr )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Firun ist Ilgar heute nicht gnädig: beide Pfeile verfehlen ihr Ziel. Der überraschte Bulle wendet sich zur Flucht.  Wollt ihr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1, feature1_13 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value feature1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 2, feature1_14 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value feature1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise2_auerochse_hl[10] 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 488.0001 season 3 area general: WeatherForecast[ Clouds many Wind stiff Rain normal, Temp -12 - 9 = 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: 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: 488.3154

 
(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, userbreak, perc 93.23135, cspeed 0.1875
 
(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_forest, Pos 93.23%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is userbreak
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 93.23%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is userbreak
 
(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)

Journey is [Journey: maptext_rt_forest, Pos 93.23%, Dir 1, moving False, route skelelle-phexcaer-pampa], breakreason is userbreak
 
(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)

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

Journey stopped, event, perc 93.23135, cspeed 0.375
 
(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: 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, camp_suggest, perc 97.15089, cspeed 0.7499999
 
(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_force, perc 98.64233, cspeed 0.7499999
 
(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)

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 489.0021 season 3 area general: WeatherForecast[ Clouds none Wind stiff Rain none, Temp -12 - 9 = 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)

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

Journey stopped, event, perc 98.64233, cspeed 0.4166667
 
(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, arrival, perc 100.0044, cspeed 0.8333333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 1.312640 ms
Unloading 33 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 5735 unused Assets to reduce memory usage. Loaded Objects now: 89173.
Total: 58.033279 ms (FindLiveObjects: 3.527040 ms CreateObjectMapping: 1.131520 ms MarkObjects: 26.465921 ms  DeleteObjects: 26.328960 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)

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

loading Traderid 10
 
(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 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 Goldschmuck (ID 74), 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 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)

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 (66.7, 16.0, 7.5)
(66.7, 16.0, 2.7)
(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 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)

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)

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 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)

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 Wundfieber 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 fröhlich_02_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)

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

Loading inside Scene temple
 
(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 temple, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Using Sized Height 1058
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character F is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Filtered Robinius, Mag. Viatores, already in Party
 
(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)

UpdatePlacementByTrigger tempel_2_p, Moving to coordinates (19.1, 10.0, -53.5)
(17.3, 10.0, -51.2)
(0.0, 1.8, -1.3)
(1.5, 3.7, -2.3)
 
(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)

Item Clicked, item is [Item Amulett (ID 10175), 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)

MagicSkill execute _caster Robinius, cAE current 19, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schwert (ID 10199), 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)

MagicSkill execute _caster Robinius, cAE current 13, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 594.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Silberschmuck (ID 10215), 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)

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)

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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

Item Clicked, item is [Item Ring (ID 10207), 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)

MagicSkill execute _caster Robinius, cAE current 12, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 546.0, 0.0)  vworld: (-2.3, 98.1, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Silberstreitkolben (ID 10214), 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)

MagicSkill execute _caster Robinius, cAE current 3, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 594.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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 490.0025 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -7 - 11 = uwsValue 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)

UpdatePlacementByTrigger house_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

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)

MagicSkill execute _caster Robinius, cAE current 13, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 594.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kettenhemd (ID 10197), 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)

MagicSkill execute _caster Robinius, cAE current 7, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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)

MagicSkill execute _caster Robinius, cAE current 1, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 594.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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 491.001 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -8 - 11 = uwsValue 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 -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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

Item Clicked, item is [Item Amulett (ID 10188), 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)

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)

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)

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 492.0022 season 3 area general: WeatherForecast[ Clouds some Wind fresh Rain none, Temp -8 - 11 = uwsValue 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)

UpdatePlacementByTrigger house_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

Item Clicked, item is [Item Amulett (ID 10188), 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)

MagicSkill execute _caster Robinius, cAE current 14, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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: 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 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 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)

Item Clicked, item is [Item Zweihänder (ID 10178), 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)

MagicSkill execute _caster Robinius, cAE current 8, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 594.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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)

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)

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)

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)

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 493 season 3 area general: WeatherForecast[ Clouds none Wind storm Rain none, Temp -14 - 8 = 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 -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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

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)

MagicSkill execute _caster Robinius, cAE current 34, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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_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)

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_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 Ring (ID 10165), 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)

MagicSkill execute _caster Robinius, cAE current 16, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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)

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)

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)

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)

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)

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)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

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)

MagicSkill execute _caster Robinius, cAE current 20, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Silberschmuck (ID 10215), 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)

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 494.0013 season 3 area general: WeatherForecast[ Clouds none Wind storm Rain none, Temp -18 - 7 = 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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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)

Item Clicked, item is [Item Silberschmuck (ID 10215), 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)

MagicSkill execute _caster Robinius, cAE current 23, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 546.0, 0.0)  vworld: (-2.3, 98.1, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Totenkopfgürtel (ID 10182), 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)

MagicSkill execute _caster Robinius, cAE current 17, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window ChooseItemCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(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)

MagicSkill execute _caster Robinius, cAE current 8, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

v: (725.5, 558.0, 0.0)  vworld: (-2.3, 98.2, 0.0) mrect (x:0.00, y:0.00, width:1920.00, height:1058.00)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 47, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene temple
 
(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 temple, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Using Sized Height 1058
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Filtered Robinius, Mag. Viatores, already in Party
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Filtered Robinius, Mag. Viatores, already in Party
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character F is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Filtered Timburian vom Hain, already in Party
 
(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 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: 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 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 2 viable containers
found no specific container, looking for empty one
found empty container
 
(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_leftring

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

got a container: et_leftring (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: 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)

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 2 viable containers
found no specific container, looking for empty one
found empty container
 
(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_leftring

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

got a container: et_leftring (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)

Found 2 viable containers
found no specific container, looking for empty one
found empty container
 
(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_leftring

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

got a container: et_leftring (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 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 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 delete
Destroying item
Updating screen in 0.5

 
(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 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_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)

MusicControl: now playing Schick gemütlich_reise_rm from List temple, target volume 0.16
 
(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)

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)

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: 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: 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)

Available wonders: none/10/0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger tempel_2_p, Moving to coordinates (19.1, 10.0, -53.5)
(17.3, 10.0, -51.2)
(0.0, 1.8, -1.3)
(1.5, 3.7, -2.3)
 
(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 marktplatz_waffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting House of TraderMarketplace to (61.5, 10.5, -61.1)
 
(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 Kriegshammer (ID 101), 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 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)

Item Clicked, item is [Item Dolch (ID 14), 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)

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 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 Finagebäumchen (ID 129), 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 Menchalkaktus (ID 125), 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 Atmonblüte (ID 127), 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 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)

Item Clicked, item is [Item Atmonblüte (ID 127), 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 Antikrankheitselixier (ID 223), 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 Starker Zaubertrank (ID 155), 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 Antikrankheitselixier (ID 223), 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)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/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 Starker Zaubertrank (ID 155), 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)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/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 Olginwurzel (ID 156), 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)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/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)

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 Rapier (ID 117), 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)

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)

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 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 -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_7_p, Moving to coordinates (39.2, 10.0, -58.4)
(36.4, 10.0, -55.3)
(-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 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 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 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: 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 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: 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: 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 noaction

 
(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 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: 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 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: 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: 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 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 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 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 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 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 noaction

 
(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 moveback
No valid container under the mouse -- revert the item's parent et_neck (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)

DDItem dropped container: item_45 (UnityEngine.BoxCollider) (item_45), container 
container is null, itemdrop item: item_45 (CraftyDDItem)
itemdrop container: inventory18 (item_45)

 
(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: item_253 (UnityEngine.BoxCollider) (item_253), container 
container is null, itemdrop item: item_253 (CraftyDDItem)
itemdrop container: inventory03 (item_253)

 
(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: 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: 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: item_215 (UnityEngine.BoxCollider) (item_215), container 
container is null, itemdrop item: item_215 (CraftyDDItem)
itemdrop container: et_neck (item_215)

 
(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)

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 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 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 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_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)

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 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: inventory09 (UnityEngine.BoxCollider) (inventory09), container inventory09 (CraftyDDContainer)

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

got a container: inventory09 (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: 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_31 (UnityEngine.BoxCollider) (item_31), container 
container is null, itemdrop item: item_31 (CraftyDDItem)
itemdrop container: inventory19 (item_31)

 
(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: 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)

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: 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 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: 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 delete
Destroying item
Updating screen in 0.5

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

DDItem dropped container: inventory04 (UnityEngine.BoxCollider) (inventory04), container inventory04 (CraftyDDContainer)

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

got a container: inventory04 (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)

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:ProcessTouch(Boolean, 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 Ilmenblatt (ID 128), 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)

Item Clicked, item is [Item Belmartblatt (ID 123), 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)

Item Clicked, item is [Item Vierblättrige Einbeere (ID 60), 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 Belmartblatt (ID 123), 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 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)

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)

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)

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)

Item Clicked, item is [Item Shurinknolle (ID 122), 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)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/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 19, 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 Wirselkraut (ID 61), Uses 0, Count 12, 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 Ilmenblatt (ID 128), Uses 0, Count 11, 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 Thonnysblüte (ID 131), Uses 0, Count 13, 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 Donfstengel (ID 124), Uses 0, Count 13, 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)

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 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 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)

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: 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: 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: 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)

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: 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 89.99899, cspeed 2.25
 
(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)

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 89.99%, 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)

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 495.0016 season 3 area general: WeatherForecast[ Clouds none Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 5
Current total party hunger 41
Ration Hungermod is -20
Total Hunger 41 <= 180, sating Party completely
Remaining Ration value 139, making 6 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)

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

Journey stopped, event, perc 89.99899, cspeed 2.5
 
(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: 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: 495.9313

 
(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 74.99712, cspeed 2.5
 
(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 68.92662, cspeed 2.5
 
(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 68.92%, 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 68.92%, 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)

Successfully found food, restskill is 3
Current total party hunger 55
Ration Hungermod is -20
Total Hunger 55 <= 120, sating Party completely
Remaining Ration value 65, 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)

Weatherforecast for 496.0002 season 3 area general: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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_1 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)

[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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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: 

 
(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 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 Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 

 
(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)

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 Räuber 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: Räuber) 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 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(7/10) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(9/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(10/9) / 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)

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

Character Räuber in state current following path from (5/9) to (6/10), escaping: False
 
(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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/11) cost is 7
Calculating cost to destination (9/10) cost is 7
Calculating cost to destination (10/11) cost is 9
Calculating cost to destination (9/12) cost is 9
Calculating cost to destination (6/10) cost is 4
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (8/10) cost is 6
Calculating cost to destination (7/11) cost is 6
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) 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 (9/10) cost is 7
Calculating cost to destination (10/10) cost is 8
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (12/10) cost is 12
Calculating cost to destination (11/11) cost is 10
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (11/8) cost is 9
found 20 valid attack positions, closest at (6/10) (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)

AILog: Starting to Think for Räuber 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 Ilgar 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 = 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 miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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 (3/8) to (7/9), 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 (8/11) cost is 9
Calculating cost to destination (9/10) cost is 9
Calculating cost to destination (10/11) cost is 11
Calculating cost to destination (9/12) cost is 11
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 (11/9) cost is 12
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (9/10) cost is 9
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (12/10) cost is 14
Calculating cost to destination (11/11) cost is 12
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (11/8) cost is 11
found 19 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 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: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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
Starting to Think for Räuber 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(9/11) / Dist7 / 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: Target Ilgar is in rangenot enough BP, waiting --- 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: Tim) 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 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(10/8) / 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: 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)

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 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 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 (8/9) to (8/9), 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 (6/9) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (8/9) cost is 1
Calculating cost to destination (5/10) cost is 7
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (6/11) cost is 5
Calculating cost to destination (3/12) cost is 9
Calculating cost to destination (4/11) cost is 7
Calculating cost to destination (5/12) cost is 7
Calculating cost to destination (4/13) cost is 9
Calculating cost to destination (0/9) cost is 11
Calculating cost to destination (1/8) cost is 9
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (1/10) cost is 11
Calculating cost to destination (1/10) cost is 11
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (2/11) cost is 9
found 18 valid attack positions, closest at (8/9) (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: 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 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 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 (8/11) to (6/11), 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 (6/9) cost is 7
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (5/10) cost is 5
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (6/11) cost is 3
Calculating cost to destination (3/12) cost is 7
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (5/12) cost is 5
Calculating cost to destination (4/13) cost is 7
Calculating cost to destination (0/9) cost is 11
Calculating cost to destination (1/8) cost is 11
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (1/10) cost is 9
Calculating cost to destination (1/10) cost is 9
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (3/10) cost is 7
Calculating cost to destination (2/11) cost is 7
found 17 valid attack positions, closest at (6/11) (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: Räuber) 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 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(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 (9/9) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping 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 (7/8) cost is 4
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (4/11) cost is 10
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (4/13) cost is 10
Calculating cost to destination (0/9) cost is 12
Calculating cost to destination (1/8) cost is 10
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (1/10) cost is 14
Calculating cost to destination (1/10) cost is 14
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (2/11) cost is 12
found 16 valid attack positions, closest at (7/8) (dist: 4), moving --- done

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

AILog: Starting to Think for Frija 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 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 (10/10) to (7/11), 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 (6/9) cost is 10
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (4/11) cost is 10
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (4/13) cost is 10
Calculating cost to destination (0/9) cost is 16
Calculating cost to destination (1/8) cost is 14
Calculating cost to destination (2/9) cost is 14
Calculating cost to destination (1/10) cost is 14
Calculating cost to destination (1/10) cost is 14
Calculating cost to destination (2/9) cost is 14
Calculating cost to destination (3/10) cost is 12
Calculating cost to destination (2/11) cost is 12
found 15 valid attack positions, closest at (5/12) (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 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: Fireno) 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 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(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist6 / 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: 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: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / 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: 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)

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 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 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: 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 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 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 2 Enemies with line of sight
Top 1: Pos(6/11) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist4 / 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: 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 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 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: Ilgar) 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 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 Räuber 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 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 (10/8)
Maximum Distance for approach is 4
Checking position (10/9) viable, distance 1, count 0
Checking position (11/9) viable, distance 2, count 0
Checking position (11/8) viable, distance 1, count 0
Checking position (11/7) viable, distance 2, count 1
Checking position (10/7) viable, distance 1, count 1
Checking position (9/7) viable, distance 2, count 2
Checking position (9/8) viable, distance 1, count 1
Checking position (9/9) viable, distance 2, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (11/10) viable, distance 3, count 0
Checking position (9/10) viable, distance 3, count 1
Checking position (12/10) viable, distance 4, count 0
Checking position (12/9) viable, distance 3, count 0
Checking position (12/8) viable, distance 2, count 0
Checking position (12/7) viable, distance 3, count 0
Checking position (12/6) viable, distance 4, count 2
Checking position (11/6) viable, distance 3, count 2
Checking position (10/6) viable, distance 2, count 3
Checking position (9/6) viable, distance 3, count 3
Checking position (8/6) viable, distance 4, count 2
Checking position (8/7) viable, distance 3, count 3
Checking position (8/8) viable, distance 2, count 0
Checking position (8/10) viable, distance 4, count 0
Checking position (10/11) viable, distance 3, count 1
Checking position (11/11) viable, distance 4, count 2
Checking position (9/11) viable, distance 4, count 1
Checking position (12/11) viable, distance 5, count 1
Checking position (8/11) viable, distance 5, count 1
Checking position (13/11) viable, distance 6, count 1
Checking position (13/10) viable, distance 5, count 0
Checking position (13/9) viable, distance 4, count 0
Checking position (13/8) viable, distance 3, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (13/6) viable, distance 5, count 2
Checking position (13/5) viable, distance 6, count 2
Checking position (12/5) viable, distance 5, count 3
Checking position (11/5) viable, distance 4, count 3
Checking position (10/5) viable, distance 3, count 2
Checking position (7/6) viable, distance 5, count 3
Checking position (7/7) viable, distance 4, count 3
Checking position (10/12) viable, distance 4, count 2
Checking position (11/12) viable, distance 5, count 2
Checking position (9/12) viable, distance 5, count 2
Checking position (12/12) viable, distance 6, count 2
Checking position (8/12) viable, distance 6, count 1
Checking position (13/12) viable, distance 7, count 2
Checking position (7/12) viable, distance 7, count 2
Checking position (14/12) viable, distance 8, count 1
Checking position (14/11) viable, distance 7, count 1
Checking position (14/10) viable, distance 6, count 0
found 33 viable fields
Top 1: Pos(10/6) / Dist 2 / Targets 3
Top 2: Pos(9/6) / Dist 3 / Targets 3
Top 3: Pos(8/7) / Dist 3 / Targets 3
Top 4: Pos(11/5) / Dist 4 / Targets 3
Top 5: Pos(7/7) / Dist 4 / Targets 3
Top 6: Pos(9/7) / Dist 2 / Targets 2
Top 7: Pos(11/6) / Dist 3 / Targets 2
Top 8: Pos(10/5) / Dist 3 / Targets 2
Top 9: Pos(10/12) / Dist 4 / Targets 2
Top 10: Pos(11/11) / Dist 4 / Targets 2
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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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(7/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 (6/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 7
Calculating cost to destination (5/10) cost is 5
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (3/12) cost is 7
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (4/13) cost is 5
Calculating cost to destination (0/9) cost is 11
Calculating cost to destination (1/8) cost is 11
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (1/10) cost is 9
Calculating cost to destination (1/10) cost is 9
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (3/10) cost is 7
Calculating cost to destination (2/11) cost is 7
found 15 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 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 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 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)

AILog: Target Räuber 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 Räuber on Position 0Adding Char Räuber 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 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(7/8) / Dist4 / 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 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 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(5/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(7/8) / 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 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 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 Räuber from queue
Checking Räuber canAct + !grounded, turn placed

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

Ilgar 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: Räuber) 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 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 Ilgar 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 Räuber on Position 0Adding Char Räuber 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)

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)

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 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 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
Found 3 Enemies with line of sight
Top 1: Pos(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(10/6) / Dist9 / 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: 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 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: Räuber) 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 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(7/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 4, 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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 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 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 Räuber 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 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
Found 3 Enemies with line of sight
Top 1: Pos(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(10/6) / Dist9 / 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: 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 1 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / 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 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 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: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(5/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(7/8) / 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 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: Ilgar) 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 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 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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 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 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: Räuber) 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 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 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 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: Räuber) 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 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(7/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

runEffExpIlgar: 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 Ilgar: Removing durable effect fumble_weaponlost
 
(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 Räuber 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 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
Found 3 Enemies with line of sight
Top 1: Pos(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(10/6) / Dist9 / 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: 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: 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)

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 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(5/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(7/8) / 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 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: Ilgar) 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 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 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 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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: 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 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: Räuber) 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 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(7/9) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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.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)

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: Räuber) 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 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 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 Räuber on Position 3
 
(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 Räuber on Position 0Adding Char Räuber 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 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 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
Found 4 Enemies with line of sight
Top 1: Pos(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(8/9) / Dist7 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(10/6) / Dist9 / 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: 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: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(5/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(7/8) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(8/9) / 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 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 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 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 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 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 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 Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: 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)

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 (6/9), 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 (5/10) cost is 4
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (3/12) cost is 8
Calculating cost to destination (4/11) cost is 6
Calculating cost to destination (4/13) cost is 8
Calculating cost to destination (0/9) cost is 10
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (1/10) cost is 10
Calculating cost to destination (1/10) cost is 10
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (3/10) cost is 6
Calculating cost to destination (2/11) cost is 8
found 13 valid attack positions, closest at (6/9) (dist: 2), moving --- done

 
(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: Räuber) 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 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)

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: Räuber) 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 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(6/10) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping 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 (3/12) cost is 8
Calculating cost to destination (4/11) cost is 6
Calculating cost to destination (4/13) cost is 10
Calculating cost to destination (0/9) cost is 8
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (1/10) cost is 10
Calculating cost to destination (1/10) cost is 10
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (3/10) cost is 6
Calculating cost to destination (2/11) cost is 8
found 12 valid attack positions, closest at (5/10) (dist: 4), moving --- done

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

AILog: Starting to Think for Frija 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 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 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: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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(5/10) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(6/9) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(6/11) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 5: Pos(10/6) / Dist8 / 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: 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: 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 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 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 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(6/11) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(10/6) / Dist9 / 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: 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 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 Räuber 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 4, 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 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: Räuber) 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 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(6/10) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(1/9) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

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: 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 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 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 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 Räuber
 
(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 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 Ilgar in state current following path from (7/11) to (5/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 8
Calculating cost to destination (4/11) cost is 8
Calculating cost to destination (4/13) cost is 6
Calculating cost to destination (0/9) cost is 10
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (2/9) cost is 8
Calculating cost to destination (1/10) cost is 12
Calculating cost to destination (1/10) cost is 12
Calculating cost to destination (2/9) cost is 8
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (2/11) cost is 10
found 11 valid attack positions, closest at (4/13) (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)

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 (5/9) to (2/9), 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 (3/12) cost is 6
Calculating cost to destination (4/11) cost is 4
Calculating cost to destination (4/13) cost is 8
Calculating cost to destination (0/9) cost is 8
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (2/9) cost is 4
Calculating cost to destination (1/10) cost is 8
Calculating cost to destination (1/10) cost is 8
Calculating cost to destination (2/9) cost is 4
Calculating cost to destination (3/10) cost is 4
Calculating cost to destination (2/11) cost is 6
found 11 valid attack positions, closest at (2/9) (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)

runEffExpLuna: Removing battle effect fumble_weaponlost, 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 Luna: Removing durable effect fumble_weaponlost
 
(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 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 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 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: 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 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 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: Räuber) atready = True, defready = True
 
(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 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 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 (4/13) to (4/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 3
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (4/13) cost is 1
Calculating cost to destination (0/9) cost is 9
Calculating cost to destination (1/8) cost is 9
Calculating cost to destination (1/10) cost is 7
Calculating cost to destination (1/10) cost is 7
Calculating cost to destination (3/10) cost is 5
Calculating cost to destination (2/11) cost is 5
found 9 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: 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 (5/11) to (4/11), 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 (3/12) cost is 4
Calculating cost to destination (4/11) cost is 2
Calculating cost to destination (0/9) cost is 8
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (3/10) cost is 4
Calculating cost to destination (2/11) cost is 4
found 8 valid attack positions, closest at (4/11) (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 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: Räuber) 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 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(4/12) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 (4/10) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping 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 4
Calculating cost to destination (0/9) cost is 8
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (3/10) cost is 2
Calculating cost to destination (2/11) cost is 4
found 7 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: 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 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 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: Räuber) 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 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 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 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)

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
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 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: Luna) 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 8
Grounded 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 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 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 Fireno 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 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 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)

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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(4/12) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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)

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: Räuber) 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 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 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: Luna) 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 8
Grounded 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 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 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)

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 Räuber on Position 2Adding Char Luna 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 Räuber 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 = 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 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 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 Fireno 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 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 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)

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 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 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: Räuber) 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 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(4/12) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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)

runEffExpFireno: 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 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 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 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 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)

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: Fireno) 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 Fireno 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 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: Luna) atready = True, defready = True
 
(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 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)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(4/12) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(2/10) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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)

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 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: 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)

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 (4/12) to (2/11), 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 (0/9) cost is 8
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (2/11) cost is 4
found 5 valid attack positions, closest at (2/11) (dist: 4), moving --- done

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

AILog: Starting to Think for Berthold 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 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 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)

runEffExpFrija: 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 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 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: Räuber) 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 Räuber 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)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
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 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 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)

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 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 (3/13) to (1/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (0/9) cost is 8
Calculating cost to destination (1/8) cost is 10
Calculating cost to destination (1/10) cost is 6
Calculating cost to destination (1/10) cost is 6
found 4 valid attack positions, closest at (1/10) (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)

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 (4/10) 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 (0/9) cost is 8
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (1/10) cost is 8
Calculating cost to destination (1/10) cost is 8
found 4 valid attack positions, closest at (1/8) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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 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 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 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 (10/6)
Maximum Distance for approach is 4
Checking position (10/7) viable, distance 1, count 0
Checking position (11/7) viable, distance 2, count 0
Checking position (11/6) viable, distance 1, count 0
Checking position (11/5) viable, distance 2, count 0
Checking position (10/5) viable, distance 1, count 0
Checking position (9/6) viable, distance 1, count 0
Checking position (9/7) viable, distance 2, count 0
Checking position (10/8) viable, distance 2, count 0
Checking position (11/8) viable, distance 3, count 0
Checking position (9/8) viable, distance 3, 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 2, count 0
Checking position (12/5) viable, distance 3, count 0
Checking position (12/4) viable, distance 4, count 0
Checking position (11/4) viable, distance 3, count 0
Checking position (10/4) viable, distance 2, count 0
Checking position (8/6) viable, distance 2, count 0
Checking position (8/7) viable, distance 3, count 0
Checking position (8/8) viable, distance 4, count 0
Checking position (10/9) viable, distance 3, count 0
Checking position (11/9) viable, distance 4, count 0
Checking position (9/9) viable, distance 4, count 0
Checking position (12/9) viable, distance 5, count 0
Checking position (8/9) viable, distance 5, 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 3, count 0
Checking position (13/5) viable, distance 4, count 0
Checking position (13/4) viable, distance 5, count 0
Checking position (13/3) viable, distance 6, count 0
Checking position (12/3) viable, distance 5, count 0
Checking position (11/3) viable, distance 4, count 0
Checking position (10/3) viable, distance 3, count 0
Checking position (7/6) viable, distance 3, count 1
Checking position (7/7) viable, distance 4, count 0
Checking position (7/8) viable, distance 5, count 0
Checking position (7/9) viable, distance 6, count 0
Checking position (10/10) viable, distance 4, count 0
Checking position (11/10) viable, distance 5, count 0
Checking position (9/10) viable, distance 5, count 0
Checking position (12/10) viable, distance 6, count 0
Checking position (8/10) viable, distance 6, count 0
Checking position (13/10) viable, distance 7, count 0
Checking position (7/10) viable, distance 7, count 0
Checking position (14/10) viable, distance 8, count 0
Checking position (14/9) viable, distance 7, count 0
Checking position (14/8) viable, distance 6, count 0
Checking position (14/7) viable, distance 5, count 0
found 1 viable fields
Top 1: Pos(7/6) / Dist 3 / Targets 1
found at least one field to move to (7/6), 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 Tim 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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)

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
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 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: Räuber) 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 Räuber 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)

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 aexte
 
(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 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)

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

Character Fireno in state current following path from (2/8) to (1/8), 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 (0/9) cost is 5
Calculating cost to destination (1/8) cost is 3
Calculating cost to destination (1/10) cost is 7
Calculating cost to destination (1/10) cost is 7
found 4 valid attack positions, closest at (1/8) (dist: 3), 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)

Räuber 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: 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 4, 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 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 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)

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)

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)

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 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)

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)

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 (1/10) to (1/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (0/9) cost is 3
Calculating cost to destination (1/10) cost is 1
Calculating cost to destination (1/10) cost is 1
found 3 valid attack positions, closest at (1/10) (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: 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 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 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 Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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)

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 Ilgar 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)

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 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)

bcb for NPC Räuber(battle/highwaymen): 
zweihaender 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 Räuber(battle/highwaymen): 

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber 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)

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

BC.VisualGetHit miss
 
(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): 

 
(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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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)

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 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 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)

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)

runEffExpRäuber: Removing battle effect fumble_weaponlost, 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 Räuber: 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 Räuber on Position 0Adding Char Räuber 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: Räuber) 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 Räuber 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)

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 schwerter
 
(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 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)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schwerter
 
(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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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)

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 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 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: Räuber) 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 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
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 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: 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 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)

bcb for NPC Räuber(battle/highwaymen): 

 
(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)

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

AILog: Starting to Think for Räuber 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)

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

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

bcb for NPC Räuber(battle/highwaymen): 
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 Räuber(battle/highwaymen): 
found dispclass aexte
 
(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 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: 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 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 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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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 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 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: Räuber) 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 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)

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)

runEffExpIlgar: Removing battle effect fumble_stumble, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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 Luna 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 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: Räuber) 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 Räuber 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)

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

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

bcb for NPC Räuber(battle/highwaymen): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass aexte
 
(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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 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: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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 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 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)

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: Räuber) 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 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 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 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)

bcb for NPC Räuber(battle/highwaymen): 
zweihaender 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 Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpRäuber: 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 Räuber: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber 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 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: Räuber) 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 Räuber 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)

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): 
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 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 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)

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)

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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(2/10) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) 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 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)

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 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 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: Räuber) 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 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 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)

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 (3/11) to (1/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (0/9) cost is 8
found 1 valid attack positions, closest at (0/9) (dist: 8), moving --- done

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

runEffExpFrija: Removing battle effect fumble_selfhurt, 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 Frija: 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 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 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 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)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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)

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)

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 (1/12) to (0/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/9) cost is 6
found 1 valid attack positions, closest at (0/9) (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 (2/10) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (0/9) cost is 11
found 1 valid attack positions, closest at (0/9) (dist: 11), moving --- done

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

AILog: Starting to Think for Frija 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 Frija 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)

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 Räuber on Position 0Adding Char Fireno 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)

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 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)

bcb for NPC Räuber(battle/highwaymen): 
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 Räuber(battle/highwaymen): 

 
(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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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 (2/8) to (1/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (0/9) cost is 7
found 1 valid attack positions, closest at (0/9) (dist: 7), moving --- done

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

AILog: Starting to Think for Frija 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 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: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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)

Räuber 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: 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 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 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 Berthold on Position 1Clearing 2Clearing 3
 
(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)

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

Character Berthold in state current following path from (0/9) to (0/9), 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 (0/9) cost is 1
found 1 valid attack positions, closest at (0/9) (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: 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 4, 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 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 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 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 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)

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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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)

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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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 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 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)

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 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)

runEffExpRäuber: Removing battle effect fumble_weaponlost, 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 Räuber: 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 Räuber 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: 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 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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

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

VisualTurnDone(BattleCharBehaviour, cname: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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 4, 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 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 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)

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
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 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: 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 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 Räuber 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: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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 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 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)

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 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)

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 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)

runEffExpIlgar: Removing battle effect fumble_stumble, started in battleround 22, duration 1, current round 24, so 23 < 24
 
(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 Räuber 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 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 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 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 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)

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

bcb for P Ilgar: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
found dispclass schilde
 
(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: Räuber) 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 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(1/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Räuber is in 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 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 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 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)

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 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 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: Räuber) 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 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
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 Fireno on Position 2Adding Char Berthold on Position 3
 
(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 Tim on Position 0Adding Char Ilgar 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)

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)

Journey is [Journey: maptext_rt_road, Pos 68.92%, 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 68.92%, 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)

Window DialogueCtrl 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)

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)

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)

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

Journey stopped, event, perc 64.98292, cspeed 2.5
 
(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 61.97938, cspeed 2.5
 
(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 0 = 22
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_ToHyggeligRoad_PhexViln_hl [22]
 
(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 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_ToHyggeligRoad_PhexViln_hl [20]
 
(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 hyg1-hyg2, distance 15, 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)

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

unknown reaction nojourneyhandle for partner reise_ToHyggeligRoad_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 65.05248, 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_HyggeligRoad_EventB_Dungeon");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventB_Dungeon_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 17
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventB_Dungeon_hl [17]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_HyggeligRoad_EventB_Dungeon_hl[17] dlgResponse 0 = 16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_HyggeligRoad_EventB_Dungeon_hl [16]
 
(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_HyggeligRoad_EventB_Dungeon_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 15.566401 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 38 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 6712 unused Assets to reduce memory usage. Loaded Objects now: 16147.
Total: 63.461117 ms (FindLiveObjects: 0.853760 ms CreateObjectMapping: 0.892480 ms MarkObjects: 18.950081 ms  DeleteObjects: 41.780159 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)

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)

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_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 et_weapon (UnityEngine.Transform)
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)

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)

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/Burgruine.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_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)

Calling returnfunc OnTrigger( 0_toughbattle6 )
 
(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 dfinal_toughbattle6 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)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 5
 
(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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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)

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 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): 
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): 

 
(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 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)

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 Mumie on Position 1Adding Char Heshthot on Position 2Adding Char Zombie 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 (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 (4/5) cost is 4
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (5/6) cost is 2
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (3/7) cost is 3
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 5
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/2) cost is 9
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (4/4) cost is 5
Calculating cost to destination (1/2) cost is 10
Calculating cost to destination (2/1) cost is 12
Calculating cost to destination (3/2) cost is 10
Calculating cost to destination (2/3) cost is 10
found 24 valid attack positions, closest at (5/6) (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 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 (3/10) to (3/7), 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 (4/5) cost is 7
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (1/5) cost is 8
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (3/7) cost is 4
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (3/5) cost is 8
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 8
Calculating cost to destination (1/2) cost is 11
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/2) cost is 13
Calculating cost to destination (2/3) cost is 11
found 23 valid attack positions, closest at (3/7) (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)

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 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 = 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 Mumie from queue
Checking Heshthot 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 Heshthot in state current following path from (4/9) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot 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 5
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (1/5) cost is 8
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/4) cost is 6
Calculating cost to destination (3/5) cost is 6
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 (4/4) cost is 6
Calculating cost to destination (1/2) cost is 11
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (2/3) cost is 11
found 22 valid attack positions, closest at (4/6) (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: Heshthot) 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 Heshthot 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 Frija 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 Heshthot 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 (3/11) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) cost is 14
Calculating cost to destination (5/4) cost is 12
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (1/5) cost is 9
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/5) cost is 15
Calculating cost to destination (2/6) cost is 9
Calculating cost to destination (2/6) cost is 9
Calculating cost to destination (3/5) cost is 15
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/4) cost is 13
Calculating cost to destination (3/5) cost is 15
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/2) cost is 15
Calculating cost to destination (5/3) cost is 13
Calculating cost to destination (4/4) cost is 13
Calculating cost to destination (1/2) cost is 12
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/2) cost is 14
Calculating cost to destination (2/3) cost is 12
found 21 valid attack positions, closest at (1/5) (dist: 9), moving --- done

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

AILog: Starting to Think for Zombie 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 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 (2/7) to (2/6), 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 (4/5) cost is 11
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (1/5) cost is 4
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (2/6) cost is 2
Calculating cost to destination (2/6) cost is 2
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (1/2) cost is 7
Calculating cost to destination (2/1) cost is 9
Calculating cost to destination (3/2) cost is 9
Calculating cost to destination (2/3) cost is 7
found 21 valid attack positions, closest at (2/6) (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: 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 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 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 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 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 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 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 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 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 (2/2)
Maximum Distance for approach is 4
Checking position (2/3) viable, distance 1, count 0
Checking position (3/3) viable, distance 2, count 1
Checking position (3/2) viable, distance 1, count 1
Checking position (3/1) viable, distance 2, count 1
Checking position (2/1) viable, distance 1, count 1
Checking position (1/1) viable, distance 2, count 0
Checking position (1/2) viable, distance 1, count 1
Checking position (1/3) viable, distance 2, count 1
Checking position (2/4) viable, distance 2, count 2
Checking position (1/4) viable, distance 3, count 2
Checking position (4/2) viable, distance 2, count 0
Checking position (4/1) viable, distance 3, count 0
Checking position (4/0) viable, distance 4, count 0
Checking position (3/0) viable, distance 3, count 1
Checking position (2/0) viable, distance 2, count 1
Checking position (1/0) viable, distance 3, count 0
Checking position (0/0) viable, distance 4, count 0
Checking position (0/1) viable, distance 3, count 1
Checking position (0/2) viable, distance 2, count 3
Checking position (0/3) viable, distance 3, count 4
Checking position (0/4) viable, distance 4, count 2
Checking position (1/5) viable, distance 4, count 1
Checking position (0/5) viable, distance 5, count 2
Checking position (5/3) viable, distance 4, count 2
Checking position (5/2) viable, distance 3, count 1
Checking position (5/1) viable, distance 4, count 1
Checking position (5/0) viable, distance 5, count 1
Checking position (1/6) viable, distance 5, count 1
Checking position (0/6) viable, distance 6, count 3
Checking position (5/4) viable, distance 5, count 1
Checking position (6/4) viable, distance 6, count 2
Checking position (6/3) viable, distance 5, count 1
Checking position (6/2) viable, distance 4, count 1
Checking position (4/4) viable, distance 6, count 3
Checking position (6/1) viable, distance 5, count 1
Checking position (6/0) viable, distance 6, count 1
Checking position (1/7) viable, distance 6, count 2
Checking position (2/7) viable, distance 7, count 1
Checking position (0/7) viable, distance 7, count 3
Checking position (6/5) viable, distance 7, count 0
Checking position (4/5) viable, distance 7, count 1
Checking position (7/5) viable, distance 8, count 2
Checking position (7/4) viable, distance 7, count 2
Checking position (7/3) viable, distance 6, count 2
Checking position (7/2) viable, distance 5, count 2
Checking position (7/1) viable, distance 6, count 1
Checking position (3/5) viable, distance 8, count 1
Checking position (7/0) viable, distance 7, count 1
Checking position (1/8) viable, distance 7, count 3
Checking position (2/8) viable, distance 8, count 2
found 42 viable fields
Top 1: Pos(0/3) / Dist 3 / Targets 4
Top 2: Pos(0/2) / Dist 2 / Targets 3
Top 3: Pos(2/4) / Dist 2 / Targets 2
Top 4: Pos(1/4) / Dist 3 / Targets 2
Top 5: Pos(0/4) / Dist 4 / Targets 2
Top 6: Pos(5/3) / Dist 4 / Targets 2
Top 7: Pos(3/2) / Dist 1 / Targets 1
Top 8: Pos(1/2) / Dist 1 / Targets 1
Top 9: Pos(2/1) / Dist 1 / Targets 1
Top 10: Pos(3/3) / Dist 2 / Targets 1
found at least one field to move to (0/3), 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 (1/2) to (0/3), 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 4 Enemies with line of sight
Top 1: Pos(2/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/6) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(3/10) / Dist7 / Targetid4: 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna 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 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 (2/7) cost is 6
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (1/6) cost is 4
Calculating cost to destination (2/7) cost is 6
Calculating cost to destination (4/5) cost is 2
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (2/10) cost is 9
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (3/11) cost is 11
found 13 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 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 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 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/4) to (6/6), 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 (2/7) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (3/8) cost is 10
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (1/6) cost is 6
Calculating cost to destination (2/7) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (3/11) cost is 13
found 12 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 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 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 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 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 (4/9) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 12
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/3) cost is 9
Calculating cost to destination (0/4) cost is 9
found 14 valid attack positions, closest at (6/7) (dist: 6), moving --- done

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

AILog: Starting to Think for Zombie 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 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: Ilgar) 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 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 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: 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 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 Zombie 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)

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)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Ilgar 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: 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 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 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 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 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 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 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 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 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: 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 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(2/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/6) / Dist4 / Targetid3: 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)

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)

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 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 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: Mumie) 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 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)

runEffExpFrija: 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 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 Mumie 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 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 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 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 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: 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)

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

Character Zombie 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 Zombie 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
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 (6/5) cost is 8
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/3) cost is 9
Calculating cost to destination (0/4) 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 Zombie 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 Zombie from queue
Checking Heshthot canAct + !grounded, turn placed

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

ExecAttack response is hit
 
(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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot 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.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 Heshthot 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 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 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 Fireno 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 Fireno 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)

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: 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 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 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 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 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: Heshthot) 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 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(4/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist4 / 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: 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: Heshthot) 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 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)

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 (5/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (2/7) cost is 7
Calculating cost to destination (4/7) cost is 3
Calculating cost to destination (3/8) cost is 5
Calculating cost to destination (5/6) cost is 1
Calculating cost to destination (4/7) cost is 3
Calculating cost to destination (4/8) cost is 4
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (5/9) cost is 4
found 9 valid attack positions, closest at (5/6) (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: 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 4, current BP 4
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)

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 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)

runEffExpFrija: 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 Frija: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: 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 Berthold: 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 Mumie 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: Heshthot) 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 Heshthot 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 (5/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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
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 (6/5) cost is 4
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/4) cost is 7
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (5/7) cost is 1
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/3) cost is 9
Calculating cost to destination (0/4) cost is 9
found 15 valid attack positions, closest at (5/7) (dist: 1), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 (2/6) to (2/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (2/7) cost is 2
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (3/8) cost is 4
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (5/8) cost is 6
found 7 valid attack positions, closest at (2/7) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 10, 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 Berthold 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: 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 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 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 (6/6) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 (3/8) cost is 7
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (5/8) cost is 5
found 6 valid attack positions, closest at (6/7) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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: Heshthot) 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 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(4/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist4 / 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: 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: Heshthot) 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 Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 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 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 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 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 Frija from queue
Queue done, rerolling

 
(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 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 Heshtot(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 Heshtot(battle/heshthot), objectrep list empty
 
(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): 
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 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 Heshthot on Position 0Adding Char Mumie 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)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) 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 Heshthot 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)

BS.advanceIni log
Removing Heshthot 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 (2/10) to (2/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie 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 (6/6) cost is 11
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (1/7) cost is 5
Calculating cost to destination (2/6) cost is 7
Calculating cost to destination (2/8) cost is 3
Calculating cost to destination (2/6) cost is 7
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (5/5) cost is 13
Calculating cost to destination (5/5) cost is 13
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/3) cost is 9
Calculating cost to destination (0/4) cost is 9
found 16 valid attack positions, closest at (2/8) (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: 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 12, 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)

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 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 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)

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 (5/9) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/6) cost is 8
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (1/7) cost is 6
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (4/4) cost is 12
Calculating cost to destination (5/5) cost is 10
Calculating cost to destination (5/5) cost is 10
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (0/2) cost is 12
Calculating cost to destination (1/3) cost is 10
Calculating cost to destination (0/4) cost is 10
found 15 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 Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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 Heshtot 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 Heshtot in state current following path from (4/10) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 13, current BP 8
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 (6/6) cost is 9
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (1/7) cost is 7
Calculating cost to destination (2/6) cost is 9
Calculating cost to destination (2/6) cost is 9
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (4/4) cost is 13
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/3) cost is 11
Calculating cost to destination (0/4) cost is 11
found 15 valid attack positions, closest at (6/8) (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: Heshtot) 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 Heshtot ID 13, 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 Heshtot 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: Ilgar) 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 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 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 (7/9) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 14, 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 (6/6) cost is 6
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (1/7) cost is 8
Calculating cost to destination (2/6) cost is 10
Calculating cost to destination (2/6) cost is 10
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (5/5) cost is 8
Calculating cost to destination (5/5) cost is 8
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/3) cost is 12
Calculating cost to destination (0/4) cost is 12
found 14 valid attack positions, closest at (7/7) (dist: 4), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 (7/9) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (6/6) cost is 7
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (1/7) cost is 9
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (3/5) cost is 13
Calculating cost to destination (3/5) cost is 13
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (5/5) cost is 9
Calculating cost to destination (5/5) cost is 9
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (0/2) cost is 15
Calculating cost to destination (1/3) cost is 13
Calculating cost to destination (0/4) cost is 13
found 14 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 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 (5/11) to (1/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
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 (6/6) cost is 19
Calculating cost to destination (7/7) cost is 21
Calculating cost to destination (1/7) cost is 9
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (3/5) cost is 13
Calculating cost to destination (3/5) cost is 13
Calculating cost to destination (4/4) cost is 15
Calculating cost to destination (5/5) cost is 17
Calculating cost to destination (5/5) cost is 17
Calculating cost to destination (6/6) cost is 19
Calculating cost to destination (0/2) cost is 15
Calculating cost to destination (1/3) cost is 13
Calculating cost to destination (0/4) cost is 13
found 14 valid attack positions, closest at (1/7) (dist: 9), moving --- 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)

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 67, 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 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)

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 54, 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)

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 Fireno 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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (1/3) to (1/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 17, current BP 8
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 (4/7) cost is 15
Calculating cost to destination (3/8) cost is 13
Calculating cost to destination (4/7) cost is 15
Calculating cost to destination (4/7) cost is 15
Calculating cost to destination (5/8) cost is 15
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (8/9) cost is 19
Calculating cost to destination (3/8) cost is 13
Calculating cost to destination (2/9) cost is 11
Calculating cost to destination (5/8) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (7/7) cost is 12
Calculating cost to destination (7/9) cost is 18
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (5/8) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (0/8) cost is 8
Calculating cost to destination (1/7) cost is 6
Calculating cost to destination (1/9) cost is 10
found 20 valid attack positions, closest at (1/7) (dist: 6), moving --- 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 Geist ID 17, 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 Mumie 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 Fireno, cAE current 40, 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 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: 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 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: 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 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: 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)

runEffExpLuna: 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 Luna: Removing durable effect fumble_stumble
 
(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 Mumie on Position 1Adding Char Heshtot 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/9) to (2/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/6) cost is 18
Calculating cost to destination (7/7) cost is 20
Calculating cost to destination (2/6) cost is 10
Calculating cost to destination (2/6) cost is 10
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (3/5) cost is 12
Calculating cost to destination (4/4) cost is 14
Calculating cost to destination (5/5) cost is 16
Calculating cost to destination (5/5) cost is 16
Calculating cost to destination (6/6) cost is 18
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/3) cost is 12
Calculating cost to destination (0/4) cost is 10
Calculating cost to destination (0/7) cost is 7
Calculating cost to destination (1/6) cost is 9
found 15 valid attack positions, closest at (0/7) (dist: 7), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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)

AILog: Starting to Think for Mumie 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 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 Heshtot canAct + !grounded, turn placed

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

AILog: Starting to Think for Heshtot ID 13, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 7 <= 10
Calculating cost to destination (3/0) cost is 21
Calculating cost to destination (4/0) cost is 22
Calculating cost to destination (5/0) cost is 23
Calculating cost to destination (8/11) cost is 5
Calculating cost to destination (8/10) cost is 4
Calculating cost to destination (8/9) cost is 3
Escaping right away at (8/9)

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

BS.advanceIni log
Removing Heshtot 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: Geist) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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: 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 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)

AILog: Starting to Think for Zombie 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 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 miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshthot canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/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 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)

VisualTurnDone(BattleCharBehaviour, cname: Frija) 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 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)

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 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 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 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)

AILog: Starting to Think for Geist ID 17, current BP 8
Grounded 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 = 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)

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 Geist 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 (6/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 14, 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 (6/6) cost is 3
Calculating cost to destination (7/7) cost is 1
Calculating cost to destination (6/8) cost is 1
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/4) cost is 7
Calculating cost to destination (5/5) cost is 5
Calculating cost to destination (5/5) cost is 5
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/3) cost is 11
Calculating cost to destination (0/4) cost is 11
Calculating cost to destination (0/7) cost is 12
Calculating cost to destination (1/6) cost is 12
found 16 valid attack positions, closest at (6/8) (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 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 14, 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 11, 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 (6/6) cost is 4
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (2/6) cost is 12
Calculating cost to destination (2/6) cost is 12
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/3) cost is 12
Calculating cost to destination (0/4) cost is 12
Calculating cost to destination (0/7) cost is 13
Calculating cost to destination (1/6) cost is 13
found 15 valid attack positions, closest at (7/7) (dist: 2), 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)

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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 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 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 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: 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 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: Heshthot) 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 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(4/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist4 / 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: 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: Heshthot) 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 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)

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 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 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: Heshthot) 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 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)

runEffExpLuna: 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 Luna: Removing durable effect fumble_stumble
 
(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 Geist 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 Heshtot(battle/heshthot)' is inactive!
 
(Filename:  Line: 824)

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 (1/9) to (0/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/6) cost is 11
Calculating cost to destination (2/6) cost is 7
Calculating cost to destination (2/6) cost is 7
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (5/5) cost is 13
Calculating cost to destination (5/5) cost is 13
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/3) cost is 9
Calculating cost to destination (0/4) cost is 7
Calculating cost to destination (0/7) cost is 4
Calculating cost to destination (1/6) cost is 6
found 14 valid attack positions, closest at (0/7) (dist: 4), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 14, 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 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 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 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 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 17, current BP 8
Grounded 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 Heshthot 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 Heshthot 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 11, 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 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 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)

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 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 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 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 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: Heshthot) 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 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(4/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(0/8) / Dist5 / Targetid9: 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: 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 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 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: Heshthot) 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 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 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 Zombie on Position 3
 
(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 Zombie 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 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 14, 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)

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 (0/7) to (0/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/6) cost is 12
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (5/5) cost is 10
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (5/5) cost is 10
Calculating cost to destination (6/6) cost is 12
Calculating cost to destination (0/2) cost is 8
Calculating cost to destination (1/3) cost is 6
Calculating cost to destination (0/4) cost is 4
Calculating cost to destination (0/7) cost is 1
Calculating cost to destination (1/6) cost is 3
found 17 valid attack positions, closest at (0/7) (dist: 1), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Mumie ID 16, current BP 8
Grounded 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)

AILog: Target Geist 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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 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: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 17, current BP 8
Grounded 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 Geist 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 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 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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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 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 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 (4/6) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 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 2
Calculating cost to destination (3/8) cost is 4
Calculating cost to destination (4/7) cost is 2
Calculating cost to destination (5/8) cost is 4
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (3/8) cost is 4
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (5/8) cost is 4
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (0/6) cost is 5
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (1/9) cost is 7
found 16 valid attack positions, closest at (4/7) (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: Mumie) 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 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 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 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.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 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 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(0/7) / Dist4 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist5 / Targetid4: 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 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)

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 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 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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 14, 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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 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 11, 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie 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 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Geist 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: Geist) 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 Geist ID 17, current BP 8
Grounded 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 Geist 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 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: 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 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(3/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist5 / Targetid4: 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 blockHitBumblerDie
 
(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 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.VisualGetHit blockHitBumblerDie
 
(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)

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)

Handling Death of Character Mumie
 
(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)

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: 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 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 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 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 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 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 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
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (3/8) cost is 2
Calculating cost to destination (2/9) cost is 4
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (0/8) cost is 7
Calculating cost to destination (1/9) cost is 5
found 10 valid attack positions, closest at (3/8) (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)

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 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 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)

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 (5/7) to (5/8), 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 (7/6) cost is 2
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (5/8) cost is 2
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (1/9) cost is 7
found 9 valid attack positions, closest at (5/8) (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: Zombie) 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 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 4
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (2/9) cost is 6
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (0/8) cost is 5
Calculating cost to destination (1/9) cost is 7
found 8 valid attack positions, closest at (7/6) (dist: 4), moving --- done

 
(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 Frija 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)

runEffExpFireno: 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 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 Zombie on Position 1Adding Char Geist on Position 2Adding Char Mumie 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.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 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 11, 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 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 17, current BP 8
Grounded 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)

BS.advanceIni log
Removing Geist 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 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 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 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 14, 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 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 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 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)

AILog: Starting to Think for Tim ID 5, 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(6/8) / Dist6 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist7 / Targetid5: 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 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 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 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 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 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 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: Zombie) 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 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
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 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 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
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 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)

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

Initiative Ini Display
Adding Char Geist 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)

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 17, current BP 8
Grounded 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.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 14, 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)

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 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(6/8) / Dist6 / Targetid8: 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 Fireno 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 Fireno on Position 0Adding Char Ilgar 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)

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 (5/7) 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 (2/9) cost is 6
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (1/9) cost is 7
found 3 valid attack positions, closest at (2/9) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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 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)

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 (7/7) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (2/9) cost is 8
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (1/9) cost is 9
found 3 valid attack positions, closest at (2/9) (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 (6/9) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping 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 8
Calculating cost to destination (0/8) cost is 9
Calculating cost to destination (1/9) cost is 9
found 3 valid attack positions, closest at (2/9) (dist: 8), moving --- done

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

AILog: Starting to Think for Berthold 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 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: Mumie) 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 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 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 Geist 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)

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: 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 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 Ilgar 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 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 17, current BP 8
Grounded 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock 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 (3/9) to (2/9), 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 (2/9) cost is 3
Calculating cost to destination (0/8) cost is 6
Calculating cost to destination (1/9) cost is 4
found 3 valid attack positions, closest at (2/9) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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 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 (0/3)
Maximum Distance for approach is 4
Checking position (0/4) viable, distance 1, count 0
Checking position (1/4) viable, distance 2, count 0
Checking position (1/3) viable, distance 1, count 0
Checking position (1/2) viable, distance 2, count 0
Checking position (0/2) viable, distance 1, count 0
Checking position (0/5) viable, distance 2, count 0
Checking position (1/5) viable, distance 3, count 0
Checking position (2/5) viable, distance 4, count 0
Checking position (2/4) viable, distance 3, count 0
Checking position (2/3) viable, distance 2, count 0
Checking position (2/2) viable, distance 3, count 0
Checking position (2/1) viable, distance 4, count 0
Checking position (1/1) viable, distance 3, count 0
Checking position (0/1) viable, distance 2, count 0
Checking position (0/6) viable, distance 3, count 1
Checking position (1/6) viable, distance 4, count 0
Checking position (2/6) viable, distance 5, count 0
Checking position (3/6) viable, distance 6, count 1
Checking position (3/5) viable, distance 5, count 0
Checking position (3/4) viable, distance 4, count 0
Checking position (3/3) viable, distance 3, count 0
Checking position (3/2) viable, distance 4, count 0
Checking position (3/1) viable, distance 5, count 0
Checking position (3/0) viable, distance 6, count 0
Checking position (2/0) viable, distance 5, count 0
Checking position (1/0) viable, distance 4, count 0
Checking position (0/0) viable, distance 3, count 0
Checking position (0/7) viable, distance 4, count 0
Checking position (3/7) viable, distance 7, count 0
Checking position (4/7) viable, distance 8, count 1
Checking position (4/6) viable, distance 7, count 1
Checking position (4/5) viable, distance 6, count 1
Checking position (4/4) viable, distance 5, count 1
Checking position (4/3) viable, distance 4, count 0
Checking position (4/2) viable, distance 5, count 0
Checking position (4/1) viable, distance 6, count 0
Checking position (4/0) viable, distance 7, count 0
Checking position (0/8) viable, distance 5, count 0
Checking position (5/6) viable, distance 8, count 1
Checking position (5/5) viable, distance 7, count 1
Checking position (5/4) viable, distance 6, count 1
Checking position (5/3) viable, distance 5, count 1
Checking position (5/2) viable, distance 6, count 1
Checking position (5/1) viable, distance 7, count 0
Checking position (5/0) viable, distance 8, count 0
Checking position (0/9) viable, distance 6, count 1
Checking position (1/9) viable, distance 7, count 0
Checking position (6/5) viable, distance 8, count 1
Checking position (6/4) viable, distance 7, count 1
Checking position (6/3) viable, distance 6, count 1
found 15 viable fields
Top 1: Pos(0/6) / Dist 3 / Targets 1
Top 2: Pos(5/2) / Dist 6 / Targets 1
Top 3: Pos(5/3) / Dist 5 / Targets 1
Top 4: Pos(5/4) / Dist 6 / Targets 1
Top 5: Pos(0/9) / Dist 6 / Targets 1
Top 6: Pos(6/3) / Dist 6 / Targets 1
Top 7: Pos(6/4) / Dist 7 / Targets 1
Top 8: Pos(6/5) / Dist 8 / Targets 1
Top 9: Pos(4/6) / Dist 7 / Targets 1
Top 10: Pos(4/7) / Dist 8 / Targets 1
found at least one field to move to (0/6), 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 Tim in state current following path from (0/4) to (0/6), 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: 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(1/8) / Dist2 / Targetid10: 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 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 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)

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 (4/10) to (1/9), 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 (0/8) cost is 7
Calculating cost to destination (1/9) cost is 5
found 2 valid attack positions, closest at (1/9) (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)

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: Mumie) 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 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 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 (4/9) to (1/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/8) cost is 8
found 1 valid attack positions, closest at (0/8) (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 Mumie 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 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 16, current BP 8
Grounded 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 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 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 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 17, current BP 8
Grounded 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 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 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 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 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(1/8) / Dist2 / Targetid10: 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (0/9) to (0/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/8) cost is 3
found 1 valid attack positions, closest at (0/8) (dist: 3), 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)

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 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 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 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: Mumie) 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 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 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 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 Luna 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 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 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 17, current BP 8
Grounded 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 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 16, current BP 8
Grounded 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 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 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 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 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 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 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 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 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 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 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(1/8) / Dist2 / Targetid10: 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 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 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 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 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 Geist 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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)

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 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 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 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 17, current BP 8
Grounded 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_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 Geist 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 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 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 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 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: Mumie) 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 Mumie 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 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 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 Tim on Position 1Adding Char Frija 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: Mumie) 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 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 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 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 (0/6)
Maximum Distance for approach is 4
Checking position (0/7) viable, distance 1, count 0
Checking position (1/6) viable, distance 1, count 0
Checking position (1/5) viable, distance 2, count 0
Checking position (0/5) viable, distance 1, count 0
Checking position (2/6) viable, distance 2, count 0
Checking position (2/5) viable, distance 3, count 0
Checking position (2/4) viable, distance 4, count 0
Checking position (1/4) viable, distance 3, count 0
Checking position (0/4) viable, distance 2, count 0
Checking position (3/7) viable, distance 4, count 0
Checking position (3/6) viable, distance 3, count 1
Checking position (3/5) viable, distance 4, count 0
Checking position (3/4) viable, distance 5, count 0
Checking position (3/3) viable, distance 6, count 0
Checking position (2/3) viable, distance 5, count 0
Checking position (1/3) viable, distance 4, count 0
Checking position (0/3) viable, distance 3, count 0
Checking position (4/8) viable, distance 6, count 0
Checking position (4/7) viable, distance 5, count 1
Checking position (4/6) viable, distance 4, count 1
Checking position (4/5) viable, distance 5, count 1
Checking position (4/4) viable, distance 6, count 1
Checking position (4/3) viable, distance 7, count 0
Checking position (4/2) viable, distance 8, count 0
Checking position (3/2) viable, distance 7, count 0
Checking position (2/2) viable, distance 6, count 0
Checking position (1/2) viable, distance 5, count 0
Checking position (0/2) viable, distance 4, count 0
Checking position (4/9) viable, distance 7, count 1
Checking position (5/9) viable, distance 8, count 0
Checking position (5/8) viable, distance 7, count 0
Checking position (5/7) viable, distance 6, count 0
Checking position (3/9) viable, distance 8, count 0
Checking position (5/6) viable, distance 5, count 1
Checking position (5/5) viable, distance 6, count 1
Checking position (5/4) viable, distance 7, count 1
Checking position (5/3) viable, distance 8, count 1
Checking position (3/1) viable, distance 8, count 0
Checking position (2/1) viable, distance 7, count 0
Checking position (1/1) viable, distance 6, count 0
Checking position (0/1) viable, distance 5, count 0
Checking position (6/8) viable, distance 8, count 0
Checking position (6/7) viable, distance 7, count 0
Checking position (6/6) viable, distance 6, count 1
Checking position (6/5) viable, distance 7, count 1
Checking position (6/4) viable, distance 8, count 1
Checking position (2/0) viable, distance 8, count 0
Checking position (1/0) viable, distance 7, count 0
Checking position (0/0) viable, distance 6, count 0
Checking position (7/7) viable, distance 8, count 0
found 13 viable fields
Top 1: Pos(3/6) / Dist 3 / Targets 1
Top 2: Pos(4/6) / Dist 4 / Targets 1
Top 3: Pos(5/3) / Dist 8 / Targets 1
Top 4: Pos(5/4) / Dist 7 / Targets 1
Top 5: Pos(6/6) / Dist 6 / Targets 1
Top 6: Pos(6/4) / Dist 8 / Targets 1
Top 7: Pos(6/5) / Dist 7 / Targets 1
Top 8: Pos(5/5) / Dist 6 / Targets 1
Top 9: Pos(4/5) / Dist 5 / Targets 1
Top 10: Pos(4/7) / Dist 5 / Targets 1
found at least one field to move to (3/6), 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 Tim in state current following path from (1/6) to (3/6), 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: 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(2/8) / Dist2 / Targetid6: 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (1/8) to (1/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/8) cost is 1
found 1 valid attack positions, closest at (1/8) (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: 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 2, 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)

runEffExpMumie: Removing battle effect fumble_stumble, started in battleround 14, duration 1, current round 16, so 15 < 16
 
(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 Geist 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie 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 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 Geist canAct + !grounded, turn placed

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

AILog: Starting to Think for Geist ID 17, current BP 8
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 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 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 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 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(2/8) / Dist2 / Targetid6: 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)

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 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 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 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 Berthold canAct + !grounded, turn placed

 
(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
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 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 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 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)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 5, duration 11, current round 17, so 16 < 17
 
(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 Ilgar on Position 0Adding Char Berthold 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 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 Tim 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 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)

Forcing locked door state for 0_2 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 dfinal_toughbattle6
 
(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)

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 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 inventory12 (UnityEngine.Transform)
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: 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 noaction

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

Executing info1_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 44
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info1_1_hl [44]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog info1_1_hl[44] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_toughbattle7 )
 
(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 dfinal_toughbattle7 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)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) 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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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)

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 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): 
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)

bcb for NPC Heshtot(battle/heshthot): 
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 Heshtot(battle/heshthot), 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): 
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 Mumie on Position 1Adding Char Mumie on Position 2Adding Char Heshtot 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 (6/4) to (6/6), 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 (4/10) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (1/8) cost is 10
Calculating cost to destination (2/7) cost is 8
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (2/11) cost is 12
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (3/12) cost is 14
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (4/8) cost is 7
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/13) cost is 13
found 22 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 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 (2/6) to (2/7), 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 (4/10) cost is 7
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 11
Calculating cost to destination (1/8) cost is 4
Calculating cost to destination (2/7) cost is 2
Calculating cost to destination (3/8) cost is 4
Calculating cost to destination (2/9) cost is 6
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 10
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (2/11) cost is 8
Calculating cost to destination (3/10) cost is 6
Calculating cost to destination (3/12) cost is 10
Calculating cost to destination (3/9) cost is 5
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 7
Calculating cost to destination (4/12) cost is 11
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/13) cost is 13
found 22 valid attack positions, closest at (2/7) (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: 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 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 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 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 (5/5) to (4/8), 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 (4/10) cost is 7
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (3/8) cost is 6
Calculating cost to destination (2/9) cost is 8
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 (6/11) cost is 8
Calculating cost to destination (2/11) cost is 10
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (3/9) cost is 7
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (4/10) cost is 7
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (6/12) cost is 9
Calculating cost to destination (5/13) cost is 11
found 21 valid attack positions, closest at (4/8) (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: Berthold) atready = False, defready = True
 
(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 Berthold 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 = 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 Mumie from queue
Checking Heshtot 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 Heshtot in state current following path from (4/4) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot 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 (4/10) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (1/8) cost is 8
Calculating cost to destination (3/8) cost is 6
Calculating cost to destination (2/9) cost is 8
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 10
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (2/11) cost is 10
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (3/9) cost is 7
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/13) cost is 13
found 20 valid attack positions, closest at (3/8) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Heshtot 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 (3/5) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot 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 11, 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 (4/10) cost is 9
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (1/8) cost is 6
Calculating cost to destination (2/9) cost is 8
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 10
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (2/11) cost is 10
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (3/9) cost is 9
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/13) cost is 13
found 19 valid attack positions, closest at (1/8) (dist: 6), moving --- 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)

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 (2/5) to (1/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/10) cost is 10
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (4/12) cost is 12
Calculating cost to destination (1/8) cost is 5
Calculating cost to destination (2/9) cost is 7
Calculating cost to destination (5/10) cost is 9
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (6/11) cost is 11
Calculating cost to destination (2/11) cost is 9
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (3/12) cost is 11
Calculating cost to destination (3/9) cost is 8
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (4/10) cost is 10
Calculating cost to destination (4/12) cost is 12
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (6/12) cost is 12
Calculating cost to destination (5/13) cost is 14
found 19 valid attack positions, closest at (1/8) (dist: 5), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 53, 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 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 45, 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): 
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 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 Berthold on Position 1Adding Char Frija 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (3/12) to (3/9), 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 (1/7) cost is 8
Calculating cost to destination (3/7) cost is 12
Calculating cost to destination (5/6) cost is 11
Calculating cost to destination (6/5) cost is 13
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (3/7) cost is 12
Calculating cost to destination (3/9) cost is 6
Calculating cost to destination (0/6) cost is 10
Calculating cost to destination (1/5) cost is 12
Calculating cost to destination (1/7) cost is 8
Calculating cost to destination (2/5) cost is 13
Calculating cost to destination (3/6) cost is 13
found 15 valid attack positions, closest at (3/9) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Geist 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 Geist ID 12, 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 Heshtot is in rangenot enough BP, waiting --- 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 blockHitBumbler
 
(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: Berthold) 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)

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 Berthold on Position 0Adding Char Frija 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)

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 Fireno on Position 1Adding Char Luna 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 Frija in state none following path from (6/9) to (6/7), escaping: False
 
(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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/11) to (6/10), escaping: False
 
(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: 

 
(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: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(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: inventory20 (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)

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 47, original cost 8, effective cost 18, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 
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 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 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 Hexenbesen in state current following path from (2/9) to (1/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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 (1/7) cost is 4
Calculating cost to destination (3/7) cost is 8
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (3/7) cost is 8
Calculating cost to destination (0/6) cost is 6
Calculating cost to destination (1/5) cost is 8
Calculating cost to destination (1/7) cost is 4
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (3/6) cost is 9
found 13 valid attack positions, closest at (1/7) (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)

AILog: Starting to Think for Hexenbesen ID 13, 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 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
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 Zombie 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: Ilgar) 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 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 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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 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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (3/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 7
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (6/11) cost is 9
Calculating cost to destination (1/8) cost is 7
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (2/11) cost is 11
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (4/11) cost is 9
Calculating cost to destination (3/12) cost is 11
Calculating cost to destination (5/9) cost is 6
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (4/12) cost is 10
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (5/13) cost is 12
Calculating cost to destination (2/9) cost is 9
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (0/7) cost is 5
Calculating cost to destination (1/8) cost is 7
found 23 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 Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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 Heshtot canAct + !grounded, turn placed

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

AILog: Starting to Think for Heshtot ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 10
Calculating cost to destination (3/0) cost is 8
Calculating cost to destination (4/0) cost is 9
Calculating cost to destination (5/0) cost is 10
Calculating cost to destination (8/11) cost is 10
Calculating cost to destination (8/10) cost is 9
Calculating cost to destination (8/9) cost is 8
Escaping right away at (8/9)

 
(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 Heshtot in state current following path from (4/7) to (8/9), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshtot 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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 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: 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)

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 (6/9) to (5/8), 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 (2/6) cost is 8
Calculating cost to destination (3/7) cost is 6
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (3/8) cost is 7
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (5/8) cost is 3
Calculating cost to destination (0/6) cost is 10
Calculating cost to destination (1/5) cost is 10
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 5
found 15 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 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: Mumie) 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 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 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 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 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: Zombie) 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 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 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)

AILog: Starting to Think for Tim ID 5, 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 (5/12)
Maximum Distance for approach is 4
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 1
Checking position (6/11) viable, distance 2, count 1
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 1
Checking position (7/13) viable, distance 3, count 1
Checking position (7/12) viable, distance 2, count 1
Checking position (7/11) viable, distance 3, count 1
Checking position (7/10) viable, distance 4, count 2
Checking position (6/10) viable, distance 3, count 1
Checking position (5/10) viable, distance 2, count 1
Checking position (4/10) viable, distance 3, count 0
Checking position (3/10) viable, distance 4, 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 1
Checking position (8/13) viable, distance 4, count 1
Checking position (8/12) viable, distance 3, count 1
Checking position (8/11) viable, distance 4, count 2
Checking position (8/10) viable, distance 5, count 3
Checking position (8/9) viable, distance 6, count 2
Checking position (7/9) viable, distance 5, count 1
Checking position (6/9) viable, distance 4, count 1
Checking position (5/9) viable, distance 3, count 0
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 0
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 (8/8) viable, distance 7, count 1
Checking position (7/8) viable, distance 6, count 2
Checking position (6/8) viable, distance 5, count 1
Checking position (1/8) viable, distance 8, count 0
Checking position (1/9) viable, distance 7, count 2
Checking position (1/10) viable, distance 6, count 0
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 0
Checking position (1/14) viable, distance 6, count 0
Checking position (8/7) viable, distance 8, count 1
Checking position (7/7) viable, distance 7, count 0
found 26 viable fields
Top 1: Pos(7/10) / Dist 4 / Targets 2
Top 2: Pos(8/11) / Dist 4 / Targets 2
Top 3: Pos(6/12) / Dist 1 / Targets 1
Top 4: Pos(6/11) / Dist 2 / Targets 1
Top 5: Pos(5/10) / Dist 2 / Targets 1
Top 6: Pos(7/12) / Dist 2 / Targets 1
Top 7: Pos(7/13) / Dist 3 / Targets 1
Top 8: Pos(8/12) / Dist 3 / Targets 1
Top 9: Pos(7/11) / Dist 3 / Targets 1
Top 10: Pos(6/10) / Dist 3 / Targets 1
found at least one field to move to (7/10), 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 Tim 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)

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 2 Enemies with line of sight
Top 1: Pos(4/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/6) / Dist4 / Targetid5: 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/10) to (1/8), 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 (2/6) cost is 12
Calculating cost to destination (3/7) cost is 14
Calculating cost to destination (5/6) cost is 13
Calculating cost to destination (6/5) cost is 11
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (3/8) cost is 15
Calculating cost to destination (4/7) cost is 15
Calculating cost to destination (0/6) cost is 8
Calculating cost to destination (1/5) cost is 10
Calculating cost to destination (2/6) cost is 12
Calculating cost to destination (3/6) cost is 13
Calculating cost to destination (4/5) cost is 13
Calculating cost to destination (5/6) cost is 13
Calculating cost to destination (4/7) cost is 15
found 14 valid attack positions, closest at (0/6) (dist: 8), moving --- done

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

runEffExpMumie: 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 Mumie: Removing durable effect fumble_weaponlost
 
(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)

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 Heshtot(battle/heshthot): 
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 Heshtot(battle/heshthot), 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)

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 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 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)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Heshtot(battle/heshthot)' is inactive!
 
(Filename:  Line: 824)

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 (2/4) to (0/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
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 (5/7) cost is 7
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (3/8) cost is 10
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (0/8) cost is 7
Calculating cost to destination (1/9) cost is 9
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (4/10) cost is 13
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (7/11) cost is 15
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (3/8) cost is 10
Calculating cost to destination (3/10) cost is 12
Calculating cost to destination (0/7) cost is 6
found 20 valid attack positions, closest at (0/7) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Mumie from queue
Checking 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

AILog: Starting to Think for Mumie ID 14, 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 Hexenbesen 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 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 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 (5/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (5/7) cost is 2
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (3/8) cost is 3
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (0/8) cost is 18
Calculating cost to destination (1/9) cost is 16
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/10) cost is 10
Calculating cost to destination (7/11) cost is 12
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (3/8) cost is 3
Calculating cost to destination (3/10) cost is 13
found 19 valid attack positions, closest at (5/7) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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)

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 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 (2/3) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
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 12
Calculating cost to destination (5/9) cost is 14
Calculating cost to destination (3/8) cost is 9
Calculating cost to destination (2/9) cost is 19
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (6/8) cost is 12
Calculating cost to destination (0/8) cost is 22
Calculating cost to destination (1/9) cost is 20
Calculating cost to destination (5/9) cost is 14
Calculating cost to destination (4/10) cost is 16
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (8/10) cost is 14
Calculating cost to destination (7/11) cost is 16
Calculating cost to destination (2/9) cost is 19
Calculating cost to destination (3/8) cost is 9
Calculating cost to destination (3/10) cost is 17
found 17 valid attack positions, closest at (3/8) (dist: 9), moving --- done

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

AILog: Starting to Think for Mumie ID 18, current BP 1
Grounded check passed
Too few BP to 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 Heshtot 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 Heshtot in state current following path from (3/7) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 15, current BP 8
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 9
Calculating cost to destination (5/9) cost is 11
Calculating cost to destination (3/8) cost is 2
Calculating cost to destination (2/9) cost is 16
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (6/8) cost is 9
Calculating cost to destination (0/8) cost is 19
Calculating cost to destination (1/9) cost is 17
Calculating cost to destination (5/9) cost is 11
Calculating cost to destination (4/10) cost is 13
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (2/9) cost is 16
Calculating cost to destination (3/8) cost is 2
Calculating cost to destination (3/10) cost is 14
found 17 valid attack positions, closest at (3/8) (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: Heshtot) 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 Heshtot ID 15, 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 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 Heshtot 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 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 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 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 (6/3) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
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 8
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (0/8) cost is 18
Calculating cost to destination (1/9) cost is 16
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/10) cost is 10
Calculating cost to destination (7/11) cost is 12
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (3/10) cost is 13
found 15 valid attack positions, closest at (7/7) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Mumie from queue
Checking 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 (3/5) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, 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 17, 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 (6/8) cost is 11
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (2/9) cost is 18
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (0/8) cost is 21
Calculating cost to destination (1/9) cost is 19
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (4/10) cost is 15
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (2/9) cost is 18
Calculating cost to destination (3/10) cost is 16
found 14 valid attack positions, closest at (6/8) (dist: 11), moving --- done

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

AILog: Target Frija 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 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 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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(7/7) / Dist3 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid2: 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 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 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 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 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 (0/8) to (0/8), 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 (2/6) cost is 23
Calculating cost to destination (3/7) cost is 23
Calculating cost to destination (5/6) cost is 22
Calculating cost to destination (6/5) cost is 16
Calculating cost to destination (7/6) cost is 14
Calculating cost to destination (0/6) cost is 25
Calculating cost to destination (1/5) cost is 23
Calculating cost to destination (2/6) cost is 23
Calculating cost to destination (5/6) cost is 22
Calculating cost to destination (0/6) cost is 25
Calculating cost to destination (0/8) cost is 1
Calculating cost to destination (3/7) cost is 23
Calculating cost to destination (7/6) cost is 14
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (4/5) cost is 20
Calculating cost to destination (5/4) cost is 18
Calculating cost to destination (6/5) cost is 16
Calculating cost to destination (5/6) cost is 22
Calculating cost to destination (3/7) cost is 23
Calculating cost to destination (4/6) cost is 21
found 21 valid attack positions, closest at (0/8) (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: 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 3, 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 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)

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

AILog: Starting to Think for Ilgar 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)

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

runEffExpZombie: 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 Zombie: Removing durable effect fumble_stumble
 
(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 Zombie 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 14, current BP 8
Grounded 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 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 (6/5) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 (6/8) cost is 8
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (1/8) cost is 17
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (1/8) cost is 17
Calculating cost to destination (0/9) cost is 17
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (2/9) cost is 15
Calculating cost to destination (3/10) cost is 13
Calculating cost to destination (1/8) cost is 17
found 16 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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 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 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshtot canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Heshtot) 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 Heshtot ID 15, current BP 8
Grounded 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 Heshtot 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 16, current BP 8
Grounded 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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 (5/6) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
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 11
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (1/8) cost is 20
Calculating cost to destination (2/9) cost is 18
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (1/8) cost is 20
Calculating cost to destination (0/9) cost is 20
Calculating cost to destination (5/9) cost is 13
Calculating cost to destination (4/10) cost is 15
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (2/9) cost is 18
Calculating cost to destination (3/10) cost is 16
Calculating cost to destination (1/8) cost is 20
found 16 valid attack positions, closest at (7/9) (dist: 11), 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)

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 11, 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 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 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 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 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 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)

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 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 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 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 7
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(7/7) / Dist3 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(8/7) / Dist3 / Targetid10: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(5/7) / Dist3 / Targetid5: 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 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: Zombie) 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 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 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)

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 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)

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 (6/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 (6/8) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (1/8) unreachable
Calculating cost to destination (2/9) unreachable
Calculating cost to destination (6/6) cost is 1
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (1/8) unreachable
Calculating cost to destination (0/9) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (6/10) 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 (2/9) unreachable
Calculating cost to destination (3/10) unreachable
Calculating cost to destination (1/8) unreachable
found 1 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 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 17, 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 11, 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 Frija 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 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)

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 (8/8) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
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 3
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (1/8) cost is 12
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (1/8) cost is 12
Calculating cost to destination (0/9) cost is 12
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (4/10) cost is 7
Calculating cost to destination (6/10) cost is 5
Calculating cost to destination (7/9) cost is 3
Calculating cost to destination (8/10) cost is 3
Calculating cost to destination (7/11) cost is 5
Calculating cost to destination (2/9) cost is 10
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (1/8) cost is 12
found 16 valid attack positions, closest at (7/9) (dist: 3), moving --- done

 
(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 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 18, 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 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)

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 16, current BP 8
Grounded 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)

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 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.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 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshtot canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Heshtot) 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 Heshtot ID 15, current BP 8
Grounded 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 Heshtot 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 14, current BP 8
Grounded 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 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 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 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 Hexenbesen 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: Hexenbesen) 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 Hexenbesen ID 13, 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)

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 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)

AILog: Starting to Think for Tim ID 5, 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(5/7) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist3 / Targetid2: 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)

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 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 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 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 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 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 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: Mumie) 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 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)

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 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: Zombie) 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 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)

runEffExpHexenbesen: 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 Hexenbesen: 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 Heshtot on Position 0Adding Char Geist 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)

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

Initiative Ini Display
Adding Char Heshtot on Position 0Adding Char Geist 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: Heshtot) 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 Heshtot ID 15, current BP 8
Grounded 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 blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshtot 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 16, current BP 8
Grounded 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)

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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 18, current BP 8
Grounded 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualGetHit blockHitDie
 
(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 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 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: 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 17, 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 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 14, current BP 8
Grounded 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 Zombie 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: 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 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 Hexenbesen 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)

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 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: 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 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(4/8) / Dist3 / Targetid2: 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)

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 Luna 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)

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 (4/8) to (4/8), 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 (0/6) cost is 9
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (0/6) cost is 9
Calculating cost to destination (3/7) cost is 3
Calculating cost to destination (4/8) cost is 1
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 (5/6) cost is 4
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/6) cost is 8
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
found 15 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: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshtot) 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 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Mumie) 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 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)

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

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshtot 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 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 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 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 Geist on Position 2Adding Char Heshtot 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)

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: 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 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 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 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 18, current BP 8
Grounded 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 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshtot 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: Heshtot) 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 Heshtot ID 15, current BP 8
Grounded 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 Heshtot from queue
Checking Zombie 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: 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 17, 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 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 Zombie on Position 0Adding Char Mumie on Position 1Adding Char Hexenbesen on Position 2Adding Char Mumie on Position 3
 
(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)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Hexenbesen on Position 1Adding Char Mumie 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: 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 16, current BP 8
Grounded 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 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 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 13, 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 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 14, current BP 8
Grounded 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 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: Heshtot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshtot 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 Fireno canAct + !grounded, turn placed

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

Handling Death of Character Heshtot
 
(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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/7) 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 (0/6) cost is 9
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (2/6) cost is 5
Calculating cost to destination (0/6) cost is 9
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (5/6) cost is 2
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (8/9) cost is 4
found 13 valid attack positions, closest at (5/6) (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 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 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 (7/10)
Maximum Distance for approach is 4
Checking position (7/11) viable, distance 1, count 1
Checking position (8/11) viable, distance 2, count 2
Checking position (8/10) viable, distance 1, count 1
Checking position (8/9) viable, distance 2, count 1
Checking position (6/9) viable, distance 2, count 1
Checking position (6/10) viable, distance 1, count 1
Checking position (6/11) viable, distance 2, count 3
Checking position (7/12) viable, distance 2, count 1
Checking position (8/12) viable, distance 3, count 1
Checking position (6/12) viable, distance 3, count 2
Checking position (8/8) viable, distance 3, count 0
Checking position (7/8) viable, distance 4, count 1
Checking position (6/8) viable, distance 3, count 1
Checking position (5/8) viable, distance 4, count 3
Checking position (5/9) viable, distance 3, count 2
Checking position (5/10) viable, distance 2, count 3
Checking position (5/11) viable, distance 3, count 2
Checking position (5/12) viable, distance 4, count 3
Checking position (7/13) viable, distance 3, count 2
Checking position (8/13) viable, distance 4, count 1
Checking position (6/13) viable, distance 4, count 1
Checking position (5/13) viable, distance 5, count 3
Checking position (8/7) viable, distance 4, count 1
Checking position (5/7) viable, distance 5, count 2
Checking position (4/7) viable, distance 6, count 3
Checking position (4/9) viable, distance 4, count 4
Checking position (4/10) viable, distance 3, count 3
Checking position (4/11) viable, distance 4, count 3
Checking position (4/12) viable, distance 5, count 3
Checking position (4/13) viable, distance 6, count 3
Checking position (7/14) viable, distance 4, count 1
Checking position (8/14) viable, distance 5, count 2
Checking position (6/14) viable, distance 5, count 1
Checking position (5/14) viable, distance 6, count 2
Checking position (4/14) viable, distance 7, count 3
Checking position (8/6) viable, distance 5, count 2
Checking position (7/6) viable, distance 6, count 0
Checking position (4/6) viable, distance 7, count 2
Checking position (3/6) viable, distance 8, count 2
Checking position (3/7) viable, distance 7, count 2
Checking position (3/8) viable, distance 8, count 2
Checking position (3/10) viable, distance 4, count 3
Checking position (3/11) viable, distance 5, count 4
Checking position (3/12) viable, distance 6, count 4
Checking position (3/13) viable, distance 7, count 3
Checking position (3/14) viable, distance 8, count 2
Checking position (8/5) viable, distance 6, count 4
Checking position (7/5) viable, distance 7, count 2
Checking position (6/5) viable, distance 8, count 1
Checking position (2/9) viable, distance 6, count 1
found 48 viable fields
Top 1: Pos(4/9) / Dist 4 / Targets 4
Top 2: Pos(6/11) / Dist 2 / Targets 3
Top 3: Pos(5/10) / Dist 2 / Targets 3
Top 4: Pos(4/10) / Dist 3 / Targets 3
Top 5: Pos(5/12) / Dist 4 / Targets 3
Top 6: Pos(5/8) / Dist 4 / Targets 3
Top 7: Pos(4/11) / Dist 4 / Targets 3
Top 8: Pos(3/10) / Dist 4 / Targets 3
Top 9: Pos(8/11) / Dist 2 / Targets 2
Top 10: Pos(5/9) / Dist 3 / Targets 2
found at least one field to move to (4/9), 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 Tim in state current following path from (6/10) to (4/9), 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: 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 4 Enemies with line of sight
Top 1: Pos(6/6) / Dist3 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(7/9) / Dist3 / Targetid10: DSA.Model.BattleCharacter
Top 3: Pos(1/6) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(7/7) / Dist3 / Targetid8: 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 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 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.VisualGetHit block
 
(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)

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 (5/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (0/6) cost is 8
Calculating cost to destination (1/5) cost is 6
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (0/6) cost is 8
Calculating cost to destination (7/6) cost is 7
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (7/6) cost is 7
Calculating cost to destination (6/9) cost is 3
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 5
found 13 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 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 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 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 Geist on Position 1Adding Char Zombie on Position 2Adding Char Hexenbesen 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 Geist 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 Geist in state current following path from (3/8) to (2/6), 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 (0/6) cost is 8
Calculating cost to destination (1/5) cost is 6
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (0/6) cost is 8
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (7/10) cost is 5
found 11 valid attack positions, closest at (2/6) (dist: 4), moving --- done

 
(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: Geist) 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 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 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 Geist on Position 0Adding Char Zombie 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)

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

 
(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 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: 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 17, 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 hit
 
(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 13, 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 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 Hexenbesen 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 16, current BP 8
Grounded 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 Zombie 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: Zombie) 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 Zombie 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 Geist 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 18, current BP 8
Grounded 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)

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 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 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 7
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(6/6) / Dist3 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(7/9) / Dist3 / Targetid10: DSA.Model.BattleCharacter
Top 3: Pos(1/6) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(7/7) / Dist3 / Targetid8: 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/8) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (0/6) cost is 8
Calculating cost to destination (1/5) cost is 6
Calculating cost to destination (0/6) cost is 8
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (7/10) cost is 7
found 10 valid attack positions, closest at (6/9) (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)

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 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 Berthold 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 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 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)

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 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 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 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)

runEffExpFrija: 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 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 Geist on Position 0Adding Char Mumie 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)

VisualTurnDone(BattleCharBehaviour, cname: Geist) 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 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 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 Geist 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 16, current BP 8
Grounded 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 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 17, 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 Zombie 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: Zombie) 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 Zombie 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 Geist 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 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 13, 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 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 18, current BP 8
Grounded 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 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 14, current BP 8
Grounded 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 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 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(7/9) / Dist3 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(1/6) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(0/7) / Dist4 / Targetid6: 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)

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: Mumie) 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 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)

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 Berthold 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)

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)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Ilgar 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 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 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)

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)

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 Fireno 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 Ilgar 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 Ilgar 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 (0/6) cost is 9
Calculating cost to destination (1/5) cost is 7
Calculating cost to destination (0/6) cost is 9
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (7/10) cost is 4
found 8 valid attack positions, closest at (6/9) (dist: 2), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 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 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 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)

runEffExpZombie: 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 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 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)

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 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 18, current BP 8
Grounded 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 17, 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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: Zombie) 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 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 Geist 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 13, 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.VisualGetHit blockHitDie
 
(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)

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

AILog: Starting to Think for Ilgar 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 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: 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 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(6/6) / Dist3 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(0/7) / Dist4 / Targetid6: 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 0Adding Char Luna on Position 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 (7/7) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (0/6) cost is 9
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (7/10) cost is 6
found 3 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 Frija 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 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 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)

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)

runEffExpMumie: 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 Mumie: Removing durable effect fumble_stumble
 
(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 Geist on Position 0Adding Char Mumie on Position 1Adding Char Hexenbesen on Position 2Adding Char Mumie 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 Zombie(battle/zombie_fat) defined, and no default available
 
(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 (1/6) to (0/6), 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 (0/6) cost is 2
Calculating cost to destination (7/10) cost is 9
found 2 valid attack positions, closest at (0/6) (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: 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 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 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 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 14, current BP 8
Grounded 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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 Hexenbesen 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 18, current BP 8
Grounded 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 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 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(0/7) / Dist4 / Targetid6: 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 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 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 (5/7) to (5/9), 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 (7/10) cost is 6
found 1 valid attack positions, closest at (7/10) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Fireno from queue
Checking 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 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 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 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: Mumie) 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 Mumie 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 Mumie(battle/zombie_strong) defined, and no default available
 
(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: Mumie) 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 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 Mumie on Position 1Adding Char Geist on Position 2Adding Char Hexenbesen 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 Tim on Position 1Adding Char Frija 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: 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 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)

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: 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 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(0/7) / Dist4 / Targetid6: 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)

AILog: Starting to Think for Frija 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 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)

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
No attack positions, waiting --- done

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

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 11, current round 13, so 12 < 13
 
(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 Mumie on Position 0Adding Char Hexenbesen 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: 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 14, current BP 8
Grounded 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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 Hexenbesen 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 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 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach 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: 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 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(0/7) / Dist4 / Targetid6: 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)

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 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)

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)

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

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Ilgar canAct + !grounded, turn placed

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

AILog: Starting to Think for Ilgar 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 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach 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)

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
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)

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 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)

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: 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 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(0/7) / Dist4 / Targetid6: 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)

AILog: Starting to Think for Frija 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)

runEffExpGeist: Removing battle effect conjuredcreature_die, 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 Geist: Removing durable effect conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 13, current round 15, so 14 < 15
 
(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)

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 Fireno on Position 2Adding Char Frija 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 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 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach 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 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 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: 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 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(0/7) / Dist4 / Targetid6: 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)

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
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)

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 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)

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
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 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 14, current BP 8
Grounded 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 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 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 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: 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 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(0/7) / Dist4 / Targetid6: 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)

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
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)

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 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)

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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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)

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

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 hitDie
 
(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 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(0/7) / Dist4 / Targetid6: 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)

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 Ilgar 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)

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_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)

Forcing locked door state for 0_2 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 dfinal_toughbattle7
 
(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 OnTrigger( 0_dfinal_53 )
 
(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)

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_dfinal_54 )
 
(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_dfinal_18 )
 
(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_toughbattle9 )
 
(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 dfinal_toughbattle9 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)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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: 

 
(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 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): 
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): 
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 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 Heshthot(battle/heshthot): 
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): 
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 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 Heshthot 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)

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 Heshthot 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 Heshthot 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 (7/10) cost is 14
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (9/10) cost is 16
Calculating cost to destination (8/11) cost is 16
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (7/8) cost is 16
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/8) cost is 16
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (7/10) cost is 14
Calculating cost to destination (8/5) cost is 10
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (7/8) cost is 16
found 20 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 Heshthot 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 Heshthot 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 (1/2) to (2/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (7/10) cost is 15
Calculating cost to destination (8/9) cost is 17
Calculating cost to destination (9/10) cost is 17
Calculating cost to destination (8/11) cost is 17
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 17
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (7/8) cost is 17
Calculating cost to destination (8/9) cost is 17
Calculating cost to destination (7/10) cost is 15
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (9/6) cost is 13
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (7/8) cost is 17
found 20 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 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 (2/2) to (4/5), 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 (7/10) cost is 15
Calculating cost to destination (8/9) cost is 17
Calculating cost to destination (9/10) cost is 17
Calculating cost to destination (8/11) cost is 17
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 17
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (7/8) cost is 17
Calculating cost to destination (8/9) cost is 17
Calculating cost to destination (7/10) cost is 15
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (9/6) cost is 13
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (8/7) cost is 15
Calculating cost to destination (7/8) cost is 17
found 20 valid attack positions, closest at (6/6) (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 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 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 (7/10) cost is 13
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (9/10) cost is 13
Calculating cost to destination (8/11) cost is 15
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (8/9) cost is 13
Calculating cost to destination (7/10) cost is 13
Calculating cost to destination (8/5) cost is 7
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (7/8) cost is 13
found 20 valid attack positions, closest at (6/6) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking Heshthot 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 Heshthot in state current following path from (3/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot 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 (7/10) cost is 11
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (9/10) cost is 15
Calculating cost to destination (8/11) cost is 13
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (8/5) cost is 9
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (7/8) cost is 15
found 20 valid attack positions, closest at (6/6) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Heshthot 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 (2/5) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 10, 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 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 (7/10) cost is 12
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (9/10) cost is 16
Calculating cost to destination (8/11) cost is 14
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 16
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (7/8) cost is 16
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (7/10) cost is 12
Calculating cost to destination (8/5) cost is 10
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (7/8) cost is 16
found 19 valid attack positions, closest at (5/8) (dist: 8), moving --- done

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

AILog: Target Frija is in rangenot enough BP, waiting --- 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)

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 43, 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 29, original cost 8, effective cost 18, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 
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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

AILog: Starting to Think for Hexenbesen ID 12, 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 (3/5) cost is 7
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (6/4) cost is 13
Calculating cost to destination (4/8) cost is 3
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (5/9) cost is 1
Calculating cost to destination (6/5) cost is 14
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/5) cost is 14
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (1/3) cost is 11
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (2/4) cost is 9
found 18 valid attack positions, closest at (5/9) (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)

AILog: Starting to Think for Hexenbesen ID 12, 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 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 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 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 none following path from (8/9) to (8/7), 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)

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 (7/8) to (7/8), 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 38, 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 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 none following path from (6/5) to (6/5), escaping: False
 
(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 (7/6) to (7/6), 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: 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
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 Hexenbesen 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 Zombie 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 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 (7/7) cost is 9
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (9/7) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (6/4) cost is 1
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (7/10) cost is 12
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (7/7) 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 (4/9) cost is 8
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (5/10) cost is 10
found 19 valid attack positions, closest at (6/4) (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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie 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 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 11, 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 (7/7) cost is 9
Calculating cost to destination (8/6) cost is 15
Calculating cost to destination (9/7) cost is 15
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (8/9) cost is 14
Calculating cost to destination (7/10) cost is 12
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 9
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (5/10) cost is 10
found 18 valid attack positions, closest at (4/9) (dist: 8), moving --- done

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

AILog: Target Frija 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 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)

AILog: Starting to Think for Hexenbesen ID 12, 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 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 Hexenbesen 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 (4/6) to (4/9), 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 (7/7) cost is 5
Calculating cost to destination (8/6) cost is 15
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (7/10) cost is 8
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 5
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 4
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (5/10) cost is 6
found 18 valid attack positions, closest at (4/9) (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)

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 Hexenbesen is in rangegot enough BP, attacking --- done

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

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) 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)

ExecAttack response is block
 
(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 Ilgar 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: 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 Mumie from queue
Checking Heshthot 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)

AILog: Starting to Think for Heshthot 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)

VisualTurnDone(BattleCharBehaviour, cname: Frija) 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 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 Heshthot canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshthot 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)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(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 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 24, 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 Berthold 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 Berthold on Position 0Adding Char Tim 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)

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)

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 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: Heshthot) 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 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 25, original cost 6, effective cost 18, delta -12
 
(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 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: 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 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 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping because of horriphobus
Calculating cost to destination (0/6) cost is 12
Calculating cost to destination (0/7) cost is 11
Calculating cost to destination (0/8) cost is 10
Calculating cost to destination (11/5) cost is 8
Calculating cost to destination (11/4) cost is 9
Calculating cost to destination (11/3) cost is 10
Escaping towards (11/5)

 
(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 Luna in state current following path from (8/8) to (9/7), escaping: False
 
(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
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 Heshthot 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)

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 Ilgar 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: 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 Heshthot canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

AILog: Starting to Think for Heshthot 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)

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 Heshthot 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 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)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) 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 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)

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)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 (3/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (7/7) cost is 6
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (10/7) cost is 11
Calculating cost to destination (9/8) cost is 13
Calculating cost to destination (4/6) cost is 2
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (5/10) cost is 9
found 18 valid attack positions, closest at (4/6) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

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 Hexenbesen 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: Heshthot) 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 Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 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 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 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 Mumie
 
(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 Frija 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 = 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 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(4/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist3 / 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 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 (4/8) cost is 5
Calculating cost to destination (4/10) cost is 7
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (6/3) cost is 12
Calculating cost to destination (7/4) cost is 4
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (4/7) cost is 4
found 10 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 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 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 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 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
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 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping because of horriphobus
Calculating cost to destination (0/6) cost is 10
Calculating cost to destination (0/7) cost is 9
Calculating cost to destination (0/8) cost is 10
Calculating cost to destination (11/5) cost is 4
Calculating cost to destination (11/4) cost is 5
Calculating cost to destination (11/3) cost is 6
Escaping right away at (11/5)

 
(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 Luna in state current following path from (10/6) to (11/5), escaping: True
 
(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)

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 Heshtot(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 Heshtot(battle/heshthot), 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)

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): 

 
(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): 
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 Heshthot on Position 2Adding Char Heshtot 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 'P Luna' is inactive!
 
(Filename:  Line: 824)

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 (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 18, 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 12
Calculating cost to destination (8/4) cost is 10
Calculating cost to destination (9/5) cost is 10
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (6/9) cost is 15
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 (7/7) cost is 10
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (5/10) cost is 15
found 17 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 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: 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 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 Heshthot canAct + !grounded, turn placed

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

AILog: Starting to Think for Heshthot 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshtot 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 Heshtot in state current following path from (2/4) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 14, current BP 8
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 11
Calculating cost to destination (8/4) cost is 13
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (5/10) cost is 12
found 17 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 Heshtot ID 14, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

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

BS.advanceIni log
Removing Heshtot 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

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 Hexenbesen 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: Hexenbesen) 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 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)

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 (3/3) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
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 14
Calculating cost to destination (8/4) cost is 12
Calculating cost to destination (9/5) cost is 12
Calculating cost to destination (8/6) cost is 14
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/7) cost is 17
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (7/5) cost is 14
Calculating cost to destination (6/6) cost is 16
Calculating cost to destination (6/6) cost is 16
Calculating cost to destination (7/7) cost is 16
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (7/9) cost is 18
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 15
found 16 valid attack positions, closest at (5/8) (dist: 11), moving --- done

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

AILog: Starting to Think for Mumie ID 15, current BP 1
Grounded check passed
Too few BP to 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 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 (5/3) to (6/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 16, 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 13
Calculating cost to destination (8/4) cost is 11
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (8/6) cost is 13
Calculating cost to destination (5/8) cost is 12
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (7/5) cost is 13
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (7/7) cost is 15
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (7/9) cost is 17
Calculating cost to destination (5/8) cost is 12
Calculating cost to destination (6/9) cost is 18
Calculating cost to destination (5/10) cost is 16
found 16 valid attack positions, closest at (9/5) (dist: 11), 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 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (4/1) to (9/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 17, current BP 8
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 12
Calculating cost to destination (8/4) cost is 10
Calculating cost to destination (9/5) cost is 10
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (7/7) cost is 14
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 15
found 16 valid attack positions, closest at (9/5) (dist: 10), moving --- 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 (3/5) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 13, current BP 8
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 17
Calculating cost to destination (8/4) cost is 15
Calculating cost to destination (9/5) cost is 15
Calculating cost to destination (8/6) cost is 17
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 20
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (7/5) cost is 17
Calculating cost to destination (6/6) cost is 19
Calculating cost to destination (6/6) cost is 19
Calculating cost to destination (7/7) cost is 19
Calculating cost to destination (8/8) cost is 17
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (5/10) cost is 12
found 16 valid attack positions, closest at (5/8) (dist: 8), 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)

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 11, 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 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 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 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 (9/4) to (9/4), 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 (4/8) cost is 19
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (5/4) cost is 14
Calculating cost to destination (6/3) cost is 14
Calculating cost to destination (7/4) cost is 2
Calculating cost to destination (4/5) cost is 16
Calculating cost to destination (5/4) cost is 14
Calculating cost to destination (4/5) cost is 16
Calculating cost to destination (4/7) cost is 18
Calculating cost to destination (4/8) cost is 19
Calculating cost to destination (4/7) cost is 18
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (2/6) cost is 17
Calculating cost to destination (3/5) cost is 17
Calculating cost to destination (3/7) cost is 17
Calculating cost to destination (5/2) cost is 12
Calculating cost to destination (6/1) cost is 10
Calculating cost to destination (6/3) cost is 14
Calculating cost to destination (9/2) cost is 6
Calculating cost to destination (10/3) cost is 4
Calculating cost to destination (9/4) cost is 2
Calculating cost to destination (2/4) cost is 17
Calculating cost to destination (3/3) cost is 15
Calculating cost to destination (4/4) cost is 15
Calculating cost to destination (3/5) cost is 17
found 25 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 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)

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 Tim ID 5, 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(5/5) / Dist3 / Targetid3: 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: 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: Zombie) 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 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 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 Zombie
 
(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 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 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 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 Zombie 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 13, current BP 8
Grounded 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 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: Hexenbesen) 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 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 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 (4/4) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 18, 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 (8/4) cost is 5
Calculating cost to destination (10/4) cost is 9
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (6/4) cost is 3
Calculating cost to destination (7/5) cost is 5
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (6/6) cost is 7
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 (6/9) cost is 12
Calculating cost to destination (5/10) cost is 12
found 14 valid attack positions, closest at (6/4) (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)

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 17, current BP 8
Grounded 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 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 (7/1) to (8/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 16, 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 (8/4) cost is 12
Calculating cost to destination (10/4) cost is 8
Calculating cost to destination (9/5) cost is 10
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (7/7) cost is 14
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 17
found 13 valid attack positions, closest at (10/4) (dist: 8), 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 11, 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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 (2/7) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
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 (8/4) cost is 19
Calculating cost to destination (10/4) cost is 17
Calculating cost to destination (9/5) cost is 19
Calculating cost to destination (6/7) cost is 18
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/5) cost is 19
Calculating cost to destination (6/6) cost is 19
Calculating cost to destination (6/6) cost is 19
Calculating cost to destination (7/7) cost is 17
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (5/10) cost is 10
found 13 valid attack positions, closest at (5/10) (dist: 10), moving --- done

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

AILog: Starting to Think for Hexenbesen ID 12, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Heshthot 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: Heshthot) 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 Heshthot 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.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 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: Heshthot) 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 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(5/5) / Dist3 / Targetid3: 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: 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: Heshthot) 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 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 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 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 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 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 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: Heshthot) 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 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)

runEffExpLuna: Removing battle effect boeserblick, started in battleround 1, duration 4, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

runEffExpHeshthot: 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 Heshthot: 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 Zombie on Position 2Adding Char Hexenbesen 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 (9/2) to (9/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 16, 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 (8/4) cost is 9
Calculating cost to destination (10/4) cost is 5
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (6/7) cost is 12
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (6/6) 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 (7/9) cost is 13
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (5/10) cost is 16
found 13 valid attack positions, closest at (10/4) (dist: 5), moving --- done

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

AILog: Starting to Think for Zombie ID 16, current BP 1
Grounded check passed
Too few BP to 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)

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 13, current BP 8
Grounded 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 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 11, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

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

AILog: Starting to Think for Zombie ID 18, 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 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 17, current BP 8
Grounded 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot from queue
Checking Mumie 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: Mumie) 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 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 Hexenbesen 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 Heshthot on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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

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

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Mumie 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: Heshthot) 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 Heshthot 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.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 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 (4/10) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
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 (8/4) cost is 11
Calculating cost to destination (10/4) cost is 13
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (7/9) cost is 5
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (5/10) cost is 2
found 13 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: Mumie) 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 Mumie ID 15, 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 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)

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 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 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: 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist3 / Targetid3: 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 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 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 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: Heshthot) 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 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 Frija 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 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)

runEffExpFireno: Removing battle effect fumble_selfhurthard, 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 Fireno: Removing durable effect fumble_selfhurthard
 
(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 Zombie on Position 0Adding Char Heshthot 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)

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 11, 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 Heshthot 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: Heshthot) 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 Heshthot 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.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 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 (10/3) to (10/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 16, 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 (8/4) cost is 7
Calculating cost to destination (10/4) cost is 3
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (6/6) 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 (7/9) cost is 11
Calculating cost to destination (6/9) cost is 12
found 12 valid attack positions, closest at (10/4) (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)

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 13, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 18, 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot from queue
Checking Hexenbesen 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: Hexenbesen) 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 Hexenbesen ID 12, 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)

BS.advanceIni log
Removing Hexenbesen 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: Hexenbesen) 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 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 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 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 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: Heshthot) 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 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 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: 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 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(10/4) / Dist4 / Targetid9: 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 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 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)

runEffExpHexenbesen: 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 Hexenbesen: 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 Heshthot 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)

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

AILog: Starting to Think for Heshthot 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)

BS.advanceIni log
Removing Heshthot 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Hexenbesen) 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 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 18, 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 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 13, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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 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 16, 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 Heshtot canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

BC.VisualBlock 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: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(10/4) / Dist4 / Targetid9: 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 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 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 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 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 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: Heshthot) 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 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 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 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Hexenbesen) 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 Hexenbesen 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 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 13, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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 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 18, 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot from queue
Checking Hexenbesen 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: Hexenbesen) 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 Hexenbesen ID 12, 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)

BC.VisualBlock block
 
(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 16, 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 Heshthot canAct + !grounded, turn placed

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

AILog: Starting to Think for Heshthot 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 11, 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 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 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 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 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 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: Heshthot) 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 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 Frija from queue
Checking Tim 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 Tim 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 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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 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 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 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 Hexenbesen 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 16, 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: Hexenbesen) 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 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 18, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

BS.advanceIni log
Removing Hexenbesen 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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 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 13, current BP 8
Grounded 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 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 11, 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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 17, current BP 8
Grounded 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 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 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 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)

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 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 Berthold 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: Zombie) 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 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 Frija 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 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: 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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
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 Heshtot 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)

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 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 13, current BP 8
Grounded 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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 16, 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: Hexenbesen) 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 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 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 11, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

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 Hexenbesen 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 17, current BP 8
Grounded 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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 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 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 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)

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 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 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 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 Tim on Position 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 (6/6) to (6/7), 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 (4/8) cost is 5
Calculating cost to destination (4/10) cost is 13
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (4/7) cost is 4
Calculating cost to destination (6/7) cost is 2
Calculating cost to destination (4/10) cost is 13
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (10/3) cost is 8
Calculating cost to destination (11/4) cost is 6
Calculating cost to destination (10/5) cost is 4
Calculating cost to destination (9/2) cost is 8
Calculating cost to destination (10/3) cost is 8
found 13 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 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 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: 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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
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 Mumie on Position 1Adding Char Zombie on Position 2Adding Char Heshtot 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 13, current BP 8
Grounded 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 Zombie 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: 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 16, 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 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 Heshtot canAct + !grounded, turn placed

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

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

VisualTurnDone(BattleCharBehaviour, cname: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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 17, current BP 8
Grounded 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Hexenbesen) 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 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 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 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 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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 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 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: Heshtot) 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 Heshtot 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: Heshtot) 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Mumie on Position 1Adding Char Zombie on Position 2Adding Char Hexenbesen 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: Hexenbesen) 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 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 16, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

BS.advanceIni log
Removing Hexenbesen 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 13, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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 Heshtot 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: Heshtot) 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 Heshtot ID 14, current BP 8
Grounded 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 Heshtot 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 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 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 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)

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: 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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 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: Heshtot) 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 Heshtot 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 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: Heshtot) 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 Heshtot 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 Mumie on Position 0Adding Char Mumie on Position 1Adding Char Hexenbesen 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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: Hexenbesen) 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 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 Mumie 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 12, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 13, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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 Heshtot canAct + !grounded, turn placed

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

AILog: Starting to Think for Heshtot ID 14, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 9 <= 10
Calculating cost to destination (0/6) cost is 6
Calculating cost to destination (0/7) cost is 5
Calculating cost to destination (0/8) cost is 6
Calculating cost to destination (11/5) cost is 10
Calculating cost to destination (11/4) cost is 11
Calculating cost to destination (11/3) cost is 12
Escaping right away at (0/7)

 
(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 Heshtot in state current following path from (4/7) to (0/7), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshtot 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 16, 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 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 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 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: 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 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 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 (5/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 3
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (4/8) cost is 3
Calculating cost to destination (5/7) cost is 1
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (10/3) cost is 10
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (9/2) cost is 10
Calculating cost to destination (10/3) cost is 10
found 12 valid attack positions, closest at (5/7) (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: Mumie) 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 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 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija 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 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 (4/8) cost is 5
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (10/3) cost is 10
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (9/2) cost is 10
Calculating cost to destination (10/3) cost is 10
found 11 valid attack positions, closest at (4/8) (dist: 5), moving --- done

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

AILog: Starting to Think for Frija 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 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: 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 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(5/10) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(10/4) / Dist4 / Targetid9: 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)

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

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 13, current round 15, so 14 < 15
 
(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)

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 Mumie 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)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Heshtot(battle/heshthot)' is inactive!
 
(Filename:  Line: 824)

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 13, current BP 8
Grounded 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)

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 (6/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
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 (8/4) cost is 9
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (4/6) cost is 11
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (7/9) cost is 3
found 12 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 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 15, 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 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)

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 16, 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)

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 (4/8) to (4/7), 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 (8/4) cost is 9
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (5/5) cost is 5
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (4/7) cost is 2
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (7/9) cost is 5
found 11 valid attack positions, closest at (4/7) (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: 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 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 17, current BP 8
Grounded 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 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 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 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 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 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: 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 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 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 (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 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 (3/7) cost is 3
Calculating cost to destination (4/6) cost is 1
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (10/3) cost is 10
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (9/2) cost is 10
Calculating cost to destination (10/3) cost is 10
found 10 valid attack positions, closest at (4/6) (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 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 Frija 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 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)

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 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 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(10/4) / Dist4 / Targetid9: 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 14, duration 1, current round 16, so 15 < 16
 
(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 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)

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

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 17, current BP 8
Grounded 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 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 16, 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 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 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 Ilgar 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: 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.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 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 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 (7/8)
Maximum Distance for approach is 4
Checking position (7/9) viable, distance 1, count 0
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 0
Checking position (7/7) viable, distance 1, count 1
Checking position (6/7) viable, distance 2, count 1
Checking position (7/10) viable, distance 2, count 0
Checking position (8/10) viable, distance 3, count 1
Checking position (6/10) viable, distance 3, count 0
Checking position (9/10) viable, distance 4, count 1
Checking position (9/9) viable, distance 3, count 1
Checking position (9/8) viable, distance 2, count 1
Checking position (9/7) viable, distance 3, count 0
Checking position (9/6) viable, distance 4, count 0
Checking position (8/6) viable, distance 3, count 0
Checking position (7/6) viable, distance 2, count 1
Checking position (6/6) viable, distance 3, count 2
Checking position (5/6) viable, distance 4, count 1
Checking position (7/11) viable, distance 3, count 1
Checking position (8/11) viable, distance 4, count 1
Checking position (6/11) viable, distance 4, count 1
Checking position (9/11) viable, distance 5, count 1
Checking position (5/10) viable, distance 4, count 0
Checking position (5/11) viable, distance 5, count 1
Checking position (10/11) viable, distance 6, count 1
Checking position (10/10) viable, distance 5, count 1
Checking position (10/9) viable, distance 4, count 1
Checking position (10/8) viable, distance 3, count 1
Checking position (10/7) viable, distance 4, count 0
Checking position (10/6) viable, distance 5, count 0
Checking position (10/5) viable, distance 6, count 1
Checking position (9/5) viable, distance 5, count 0
Checking position (8/5) viable, distance 4, count 2
Checking position (7/5) viable, distance 3, count 2
Checking position (6/5) viable, distance 4, count 2
Checking position (5/5) viable, distance 5, count 2
Checking position (4/5) viable, distance 6, count 0
Checking position (4/9) viable, distance 6, count 2
Checking position (4/10) viable, distance 5, count 2
Checking position (4/11) viable, distance 6, count 2
Checking position (11/11) viable, distance 7, count 1
Checking position (11/10) viable, distance 6, count 1
Checking position (11/9) viable, distance 5, count 1
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 1
Checking position (11/5) viable, distance 7, count 1
Checking position (11/4) viable, distance 8, count 1
Checking position (10/4) viable, distance 7, count 0
Checking position (8/4) viable, distance 5, count 1
found 36 viable fields
Top 1: Pos(7/5) / Dist 3 / Targets 2
Top 2: Pos(6/6) / Dist 3 / Targets 2
Top 3: Pos(8/5) / Dist 4 / Targets 2
Top 4: Pos(6/5) / Dist 4 / Targets 2
Top 5: Pos(7/7) / Dist 1 / Targets 1
Top 6: Pos(7/6) / Dist 2 / Targets 1
Top 7: Pos(9/8) / Dist 2 / Targets 1
Top 8: Pos(6/7) / Dist 2 / Targets 1
Top 9: Pos(8/9) / Dist 2 / Targets 1
Top 10: Pos(10/8) / Dist 3 / Targets 1
found at least one field to move to (7/5), 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 (7/7) to (7/5), 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: 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 2 Enemies with line of sight
Top 1: Pos(9/3) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / 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 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: Mumie) 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 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 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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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)

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 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 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 17, current BP 8
Grounded 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 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 15, current BP 8
Grounded 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: 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 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 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 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 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 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 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(9/3) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / 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 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 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 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 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 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 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 17, current BP 8
Grounded 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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 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 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 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 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 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 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(9/3) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / 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 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 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 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 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 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 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: 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)

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 15, current BP 8
Grounded 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 17, current BP 8
Grounded 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 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 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 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 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: 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 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(9/3) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / 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 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: Mumie) 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 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 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 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)

runEffExpMumie: 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 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 Mumie on Position 1Adding Char Mumie 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 15, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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: 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 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 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 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: Mumie) 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 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 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 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(9/3) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(4/7) / 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 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)

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: Mumie) 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 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
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 Ilgar 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 Mumie(battle/zombie_strong) defined, and no default available
 
(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 Mumie 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: 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 15, current BP 8
Grounded 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 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 17, current BP 8
Grounded 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 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 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 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 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 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 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(9/3) / Dist2 / Targetid10: 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)

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 (7/9), 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 (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (9/2) cost is 11
Calculating cost to destination (10/3) cost is 9
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 Berthold 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 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 (4/7) to (4/9), 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 (6/10) cost is 6
Calculating cost to destination (9/2) cost is 11
Calculating cost to destination (10/3) cost is 9
found 3 valid attack positions, closest at (6/10) (dist: 6), 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 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)

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 17, current BP 8
Grounded 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 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 15, current BP 8
Grounded 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 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 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 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: 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 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)

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 (5/10) to (6/10), 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 (6/10) cost is 3
Calculating cost to destination (9/2) cost is 14
Calculating cost to destination (10/3) cost is 12
found 3 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 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: Mumie) 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 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 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 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: 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 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(9/3) / Dist2 / Targetid10: 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
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 Fireno 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 17, current BP 8
Grounded 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)

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 (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 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 (9/2) cost is 11
Calculating cost to destination (10/3) cost is 9
found 2 valid attack positions, closest at (10/3) (dist: 9), moving --- done

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

AILog: Starting to Think for Ilgar 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 Ilgar 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 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 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 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 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)

Forcing locked door state for 0_2 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 dfinal_toughbattle9
 
(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 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)

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 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 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 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)

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)

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)

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 chestClicked( 0_9 )
 
(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_9 )
 
(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_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)

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)

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 3: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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: 5.951360 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 14 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 5086 unused Assets to reduce memory usage. Loaded Objects now: 16305.
Total: 32.950722 ms (FindLiveObjects: 0.871360 ms CreateObjectMapping: 0.613120 ms MarkObjects: 19.949120 ms  DeleteObjects: 11.122240 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)

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 chestClicked( 0_9 )
 
(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_9 )
 
(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 chestClicked( 0_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)

Calling returnfunc chestOpened( 0_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)

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 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)

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)

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: 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: 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 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)

removing 1 Items of id 31
Skipping slot inventory01 because it doesn't contain item 31
Skipping slot inventory02 because it doesn't contain item 31
Skipping slot inventory03 because it doesn't contain item 31
Skipping slot inventory04 because it doesn't contain item 31
Skipping slot inventory05 because it doesn't contain item 31
Removing remaining 0 items from slot inventory06, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 92
Skipping slot inventory01 because it doesn't contain item 92
Skipping slot inventory02 because it doesn't contain item 92
Skipping slot inventory03 because it doesn't contain item 92
Skipping slot inventory04 because it doesn't contain item 92
Skipping slot inventory05 because it doesn't contain item 92
Skipping slot inventory06 because it doesn't contain item 92
Skipping slot inventory07 because it doesn't contain item 92
Skipping slot inventory08 because it doesn't contain item 92
Skipping slot inventory09 because it doesn't contain item 92
Skipping slot inventory10 because it doesn't contain item 92
Skipping slot inventory11 because it doesn't contain item 92
Skipping slot inventory12 because it doesn't contain item 92
Skipping slot inventory13 because it doesn't contain item 92
Skipping slot inventory14 because it doesn't contain item 92
Skipping slot inventory15 because it doesn't contain item 92
Skipping slot inventory16 because it doesn't contain item 92
Skipping slot inventory17 because it doesn't contain item 92
Skipping slot inventory18 because it doesn't contain item 92
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 92
Skipping slot inventory20 because it doesn't contain item 92
Removing remaining 0 items from slot inventory21, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 2 Items of id 60
Skipping slot inventory01 because it doesn't contain item 60
Skipping slot inventory02 because it doesn't contain item 60
Skipping slot inventory03 because it doesn't contain item 60
Skipping slot inventory04 because it doesn't contain item 60
Skipping slot inventory05 because it doesn't contain item 60
Skipping slot inventory06 because it doesn't contain item 60
Skipping slot inventory07 because it doesn't contain item 60
Skipping slot inventory08 because it doesn't contain item 60
Skipping slot inventory09 because it doesn't contain item 60
Skipping slot inventory10 because it doesn't contain item 60
Skipping slot inventory11 because it doesn't contain item 60
Skipping slot inventory12 because it doesn't contain item 60
Skipping slot inventory13 because it doesn't contain item 60
Skipping slot inventory14 because it doesn't contain item 60
Skipping slot inventory15 because it doesn't contain item 60
Skipping slot inventory16 because it doesn't contain item 60
Removing remaining 0 items from slot inventory17, slot now contains 13
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 64
Skipping slot inventory01 because it doesn't contain item 64
Skipping slot inventory02 because it doesn't contain item 64
Skipping slot inventory03 because it doesn't contain item 64
Skipping slot inventory04 because it doesn't contain item 64
Skipping slot inventory05 because it doesn't contain item 64
Skipping slot inventory06 because it doesn't contain item 64
Skipping slot inventory07 because it doesn't contain item 64
Skipping slot inventory08 because it doesn't contain item 64
Skipping slot inventory09 because it doesn't contain item 64
Skipping slot inventory10 because it doesn't contain item 64
Skipping slot inventory11 because it doesn't contain item 64
Skipping slot inventory12 because it doesn't contain item 64
Skipping slot inventory13 because it doesn't contain item 64
Skipping slot inventory14 because it doesn't contain item 64
Skipping slot inventory15 because it doesn't contain item 64
Skipping slot inventory16 because it doesn't contain item 64
Skipping slot inventory17 because it doesn't contain item 64
Skipping slot inventory18 because it doesn't contain item 64
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 64
Removing remaining 0 items from slot inventory20, slot now contains 14
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 497.0016 season 3 area general: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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)

Forcing open door state for 0_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)

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 3: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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: 4.937280 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 6 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 143 unused Assets to reduce memory usage. Loaded Objects now: 16404.
Total: 25.339520 ms (FindLiveObjects: 0.767360 ms CreateObjectMapping: 0.170880 ms MarkObjects: 20.715839 ms  DeleteObjects: 3.371840 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)

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_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestOpened( 0_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)

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 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: 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: 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 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 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 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_47 (UnityEngine.BoxCollider) (item_47), container 
container is null, itemdrop item: item_47 (CraftyDDItem)
itemdrop container: inventory03 (item_47)

 
(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_31 (UnityEngine.BoxCollider) (item_31), container 
container is null, itemdrop item: item_31 (CraftyDDItem)
itemdrop container: inventory06 (item_31)

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

got a container: inventory06 (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: 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)

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/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 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)

removing 1 Items of id 31
Skipping slot inventory01 because it doesn't contain item 31
Skipping slot inventory02 because it doesn't contain item 31
Skipping slot inventory03 because it doesn't contain item 31
Skipping slot inventory04 because it doesn't contain item 31
Skipping slot inventory05 because it doesn't contain item 31
Skipping slot inventory06 because it doesn't contain item 31
Skipping slot inventory07 because it doesn't contain item 31
Skipping slot inventory08 because it doesn't contain item 31
Skipping slot inventory09 because it doesn't contain item 31
Skipping slot inventory10 because it doesn't contain item 31
Skipping slot inventory11 because it doesn't contain item 31
Removing remaining 0 items from slot inventory12, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 92
Skipping slot inventory01 because it doesn't contain item 92
Skipping slot inventory02 because it doesn't contain item 92
Skipping slot inventory03 because it doesn't contain item 92
Skipping slot inventory04 because it doesn't contain item 92
Skipping slot inventory05 because it doesn't contain item 92
Skipping slot inventory06 because it doesn't contain item 92
Skipping slot inventory07 because it doesn't contain item 92
Skipping slot inventory08 because it doesn't contain item 92
Removing remaining 0 items from slot inventory09, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 2 Items of id 60
Skipping slot inventory01 because it doesn't contain item 60
Skipping slot inventory02 because it doesn't contain item 60
Skipping slot inventory03 because it doesn't contain item 60
Skipping slot inventory04 because it doesn't contain item 60
Skipping slot inventory05 because it doesn't contain item 60
Skipping slot inventory06 because it doesn't contain item 60
Skipping slot inventory07 because it doesn't contain item 60
Skipping slot inventory08 because it doesn't contain item 60
Skipping slot inventory09 because it doesn't contain item 60
Skipping slot inventory10 because it doesn't contain item 60
Skipping slot inventory11 because it doesn't contain item 60
Skipping slot inventory12 because it doesn't contain item 60
Skipping slot inventory13 because it doesn't contain item 60
Skipping slot inventory14 because it doesn't contain item 60
Skipping slot inventory15 because it doesn't contain item 60
Skipping slot inventory16 because it doesn't contain item 60
Skipping slot inventory17 because it doesn't contain item 60
Skipping slot inventory18 because it is empty
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
Removing remaining 0 items from slot inventory19, slot now contains 13
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 64
Skipping slot inventory01 because it doesn't contain item 64
Skipping slot inventory02 because it doesn't contain item 64
Skipping slot inventory03 because it doesn't contain item 64
Skipping slot inventory04 because it doesn't contain item 64
Skipping slot inventory05 because it doesn't contain item 64
Skipping slot inventory06 because it doesn't contain item 64
Skipping slot inventory07 because it doesn't contain item 64
Skipping slot inventory08 because it doesn't contain item 64
Skipping slot inventory09 because it doesn't contain item 64
Skipping slot inventory10 because it doesn't contain item 64
Skipping slot inventory11 because it doesn't contain item 64
Skipping slot inventory12 because it doesn't contain item 64
Skipping slot inventory13 because it doesn't contain item 64
Skipping slot inventory14 because it doesn't contain item 64
Skipping slot inventory15 because it doesn't contain item 64
Skipping slot inventory16 because it doesn't contain item 64
Skipping slot inventory17 because it doesn't contain item 64
Skipping slot inventory18 because it is empty
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 64
Skipping slot inventory20 because it doesn't contain item 64
Removing remaining 0 items from slot inventory21, slot now contains 14
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 497.0014 season 3 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp 5 - 18 = uwsValue 6 ]
 
(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 3: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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: 3.045440 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 6 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 145 unused Assets to reduce memory usage. Loaded Objects now: 16380.
Total: 25.040001 ms (FindLiveObjects: 0.752320 ms CreateObjectMapping: 0.173760 ms MarkObjects: 20.506561 ms  DeleteObjects: 3.291520 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)

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)

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)

removing 1 Items of id 31
Skipping slot inventory01 because it doesn't contain item 31
Skipping slot inventory02 because it doesn't contain item 31
Skipping slot inventory03 because it doesn't contain item 31
Skipping slot inventory04 because it doesn't contain item 31
Skipping slot inventory05 because it doesn't contain item 31
Skipping slot inventory06 because it doesn't contain item 31
Skipping slot inventory07 because it doesn't contain item 31
Skipping slot inventory08 because it doesn't contain item 31
Skipping slot inventory09 because it doesn't contain item 31
Skipping slot inventory10 because it doesn't contain item 31
Skipping slot inventory11 because it doesn't contain item 31
Removing remaining 0 items from slot inventory12, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 92
Skipping slot inventory01 because it doesn't contain item 92
Skipping slot inventory02 because it doesn't contain item 92
Skipping slot inventory03 because it doesn't contain item 92
Skipping slot inventory04 because it doesn't contain item 92
Skipping slot inventory05 because it doesn't contain item 92
Skipping slot inventory06 because it doesn't contain item 92
Skipping slot inventory07 because it doesn't contain item 92
Skipping slot inventory08 because it doesn't contain item 92
Removing remaining 0 items from slot inventory09, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 2 Items of id 60
Skipping slot inventory01 because it doesn't contain item 60
Skipping slot inventory02 because it doesn't contain item 60
Skipping slot inventory03 because it doesn't contain item 60
Skipping slot inventory04 because it doesn't contain item 60
Skipping slot inventory05 because it doesn't contain item 60
Skipping slot inventory06 because it doesn't contain item 60
Skipping slot inventory07 because it doesn't contain item 60
Skipping slot inventory08 because it doesn't contain item 60
Skipping slot inventory09 because it doesn't contain item 60
Skipping slot inventory10 because it doesn't contain item 60
Skipping slot inventory11 because it doesn't contain item 60
Skipping slot inventory12 because it doesn't contain item 60
Skipping slot inventory13 because it doesn't contain item 60
Skipping slot inventory14 because it doesn't contain item 60
Skipping slot inventory15 because it doesn't contain item 60
Skipping slot inventory16 because it doesn't contain item 60
Skipping slot inventory17 because it doesn't contain item 60
Skipping slot inventory18 because it is empty
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
Removing remaining 0 items from slot inventory19, slot now contains 13
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 64
Skipping slot inventory01 because it doesn't contain item 64
Skipping slot inventory02 because it doesn't contain item 64
Skipping slot inventory03 because it doesn't contain item 64
Skipping slot inventory04 because it doesn't contain item 64
Skipping slot inventory05 because it doesn't contain item 64
Skipping slot inventory06 because it doesn't contain item 64
Skipping slot inventory07 because it doesn't contain item 64
Skipping slot inventory08 because it doesn't contain item 64
Skipping slot inventory09 because it doesn't contain item 64
Skipping slot inventory10 because it doesn't contain item 64
Skipping slot inventory11 because it doesn't contain item 64
Skipping slot inventory12 because it doesn't contain item 64
Skipping slot inventory13 because it doesn't contain item 64
Skipping slot inventory14 because it doesn't contain item 64
Skipping slot inventory15 because it doesn't contain item 64
Skipping slot inventory16 because it doesn't contain item 64
Skipping slot inventory17 because it doesn't contain item 64
Skipping slot inventory18 because it is empty
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 64
Skipping slot inventory20 because it doesn't contain item 64
Removing remaining 0 items from slot inventory21, slot now contains 14
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 497.0014 season 3 area general: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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)

Forcing open door state for 0_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)

MagicSkill execute _caster Tim, cAE current 58, 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/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_toughbattle8 )
 
(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 dfinal_toughbattle8 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)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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: 

 
(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 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): 
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): 
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 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 Heshtot(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 Heshtot(battle/heshthot), objectrep list empty
 
(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 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 Mumie on Position 0Adding Char Mumie 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)

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 (6/2) to (6/6), 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 (5/7) cost is 8
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (6/10) cost is 12
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 (5/8) cost is 9
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 11
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 14
Calculating cost to destination (9/11) cost is 14
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 22 valid attack positions, closest at (6/6) (dist: 6), moving --- 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (3/4) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 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 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 (5/7) cost is 6
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 10
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 (5/8) cost is 7
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 9
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 14
Calculating cost to destination (9/11) cost is 14
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 21 valid attack positions, closest at (5/7) (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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie 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 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 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
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 (7/7) cost is 6
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/10) cost is 10
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (5/8) cost is 5
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (8/10) cost is 10
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 (8/6) 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 20 valid attack positions, closest at (5/8) (dist: 5), 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 (2/3) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (7/7) cost is 11
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 15
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (8/10) cost is 15
Calculating cost to destination (7/11) cost is 15
Calculating cost to destination (5/8) cost is 14
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (6/9) cost is 14
Calculating cost to destination (8/10) cost is 15
Calculating cost to destination (9/9) cost is 15
Calculating cost to destination (10/10) cost is 17
Calculating cost to destination (9/11) cost is 17
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (10/6) cost is 13
Calculating cost to destination (9/7) cost is 15
found 20 valid attack positions, closest at (8/6) (dist: 11), 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 (3/2) to (4/2), 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 (7/7) cost is 10
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 14
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (8/10) cost is 14
Calculating cost to destination (7/11) cost is 16
Calculating cost to destination (5/8) cost is 15
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (8/10) cost is 14
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (10/10) cost is 16
Calculating cost to destination (9/11) cost is 16
Calculating cost to destination (8/6) cost is 10
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
found 20 valid attack positions, closest at (8/6) (dist: 10), 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 Heshtot 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 Heshtot in state current following path from (5/3) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot 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 (7/7) cost is 7
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (5/8) cost is 12
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 10
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 13
Calculating cost to destination (9/11) cost is 13
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 (9/7) cost is 11
found 20 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 Heshtot 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 Heshtot 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 28, 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 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 Heshtot
 
(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)

DDItem dropped container: item_140 (UnityEngine.BoxCollider) (item_140), container 
container is null, itemdrop item: item_140 (CraftyDDItem)
itemdrop container: et_weapon (item_140)

 
(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)

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: Mumie) 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)

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 none following path from (7/7) to (7/7), 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)

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)

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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/10) to (6/9), 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 Berthold in state current 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 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 (6/10) to (4/9), 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 Frija 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)

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 Zombie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie 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 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 (6/7) cost is 1
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (6/7) cost is 1
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (8/6) 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 20 valid attack positions, closest at (5/8) (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)

AILog: Starting to Think for Mumie 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 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: Mumie) 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 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 (6/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 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 1
Calculating cost to destination (7/6) cost is 1
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (8/6) cost is 2
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (6/7) cost is 1
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (6/9) cost is 13
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (8/6) cost is 2
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
found 17 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)

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 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: 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 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 11, 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 (7/6) cost is 7
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (6/9) cost is 15
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 15 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 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 (5/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 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 (7/6) cost is 7
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (7/8) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (6/9) cost is 17
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 15 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 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)

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 Zombie 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 Frija is in rangegot enough BP, attacking --- done

 
(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)

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 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 20, original cost 6, effective cost 8, delta -2
 
(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 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 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 none following path from (7/8) to (7/8), 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)

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: Mumie) 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 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 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 none following path from (6/9) to (6/9), 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: Mumie) 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)

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)

AILog: Starting to Think for Frija 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)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) 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
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 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 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 Zombie 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: 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 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.VisualBlock 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (6/4) to (6/5), 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 (6/8) unreachable
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (7/9) cost is 14
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 10
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (6/10) cost is 16
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (8/6) 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 16 valid attack positions, closest at (7/7) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 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 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 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 11, 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 (6/8) unreachable
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (5/10) cost is 14
Calculating cost to destination (8/6) 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
found 16 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 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 1
Grounded check passed
Too few BP to 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 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 (7/7) to (7/7), 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 (6/8) cost is 1
Calculating cost to destination (7/7) cost is 1
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (7/7) cost is 1
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (6/8) cost is 1
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (5/10) cost is 14
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
Calculating cost to destination (9/7) cost is 9
found 18 valid attack positions, closest at (7/7) (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: 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 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 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 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 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 7
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(7/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(6/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(4/7) / Dist5 / Targetid4: 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 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 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: Mumie) atready = False, 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
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: 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: 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 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 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)

runEffExpMumie: Removing battle effect fumble_selfhurt, 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_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)

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 Heshtot(battle/heshthot): 
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 Heshtot(battle/heshthot), 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)

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): 
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): 
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 Mumie 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)

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 (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/8) cost is 8
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 14
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (6/10) cost is 16
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 16 valid attack positions, closest at (6/8) (dist: 8), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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)

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 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 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 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 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 (3/5) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie 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 (6/8) cost is 7
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/7) cost is 15
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (4/9) cost is 10
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (4/9) cost is 10
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (10/6) cost is 13
Calculating cost to destination (9/7) cost is 15
found 16 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 Mumie ID 12, current BP 1
Grounded check passed
Too few BP to 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 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 (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 (8/8) cost is 13
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (5/10) 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 (9/7) cost is 11
found 14 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 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 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (6/1) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
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 (8/8) cost is 14
Calculating cost to destination (7/9) cost is 16
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 14
Calculating cost to destination (4/9) cost is 17
Calculating cost to destination (7/9) cost is 16
Calculating cost to destination (6/10) cost is 18
Calculating cost to destination (4/9) cost is 17
Calculating cost to destination (5/10) cost is 17
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (9/5) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 12
found 14 valid attack positions, closest at (9/5) (dist: 8), moving --- done

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

BS.advanceIni log
Removing Mumie from queue
Checking 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 (7/5) 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 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 (8/8) cost is 11
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (5/10) cost is 14
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (9/7) cost is 9
found 13 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 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 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (5/1) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
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 (8/8) cost is 15
Calculating cost to destination (7/9) cost is 17
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (7/9) cost is 17
Calculating cost to destination (6/10) cost is 17
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (5/10) cost is 16
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (9/7) cost is 13
found 11 valid attack positions, closest at (10/6) (dist: 11), moving --- done

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

BS.advanceIni log
Removing Mumie from queue
Checking Heshtot 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 Heshtot in state current following path from (1/4) to (2/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 13, current BP 8
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 (8/8) cost is 16
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (9/7) cost is 18
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (4/9) cost is 11
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (4/9) cost is 11
Calculating cost to destination (5/10) cost is 11
Calculating cost to destination (10/6) cost is 16
Calculating cost to destination (9/7) cost is 18
found 11 valid attack positions, closest at (4/9) (dist: 11), moving --- done

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

BS.advanceIni log
Removing Heshtot 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 (5/6) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (8/8) cost is 20
Calculating cost to destination (7/9) cost is 18
Calculating cost to destination (9/7) cost is 18
Calculating cost to destination (8/8) cost is 20
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (7/9) cost is 18
Calculating cost to destination (6/10) cost is 16
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (5/10) cost is 15
Calculating cost to destination (10/6) cost is 16
Calculating cost to destination (9/7) cost is 18
found 11 valid attack positions, closest at (4/9) (dist: 15), 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 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 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 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 = True
 
(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)

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 (7/9) to (7/9), 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)

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 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 20, delta -14
 
(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)

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 Frija 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: Mumie) 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.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 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: Mumie) 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)

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: 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 Zombie on Position 0Adding Char Heshtot 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie 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 Zombie ID 17, 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 (7/8) 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 (7/7) cost is 4
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (5/10) cost is 11
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 8
found 12 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 Zombie ID 17, current BP 1
Grounded check passed
Too few BP to 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 Heshtot 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 Heshtot in state current following path from (3/10) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 13, current BP 8
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 7
Calculating cost to destination (7/10) cost is 5
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (4/9) cost is 3
Calculating cost to destination (6/10) cost is 4
Calculating cost to destination (4/9) cost is 3
Calculating cost to destination (5/10) cost is 3
Calculating cost to destination (10/6) cost is 12
Calculating cost to destination (9/7) cost is 10
found 12 valid attack positions, closest at (4/9) (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 Heshtot ID 13, 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: Heshtot) 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 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 Heshtot 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)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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: 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)

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

Character Zombie in state current following path from (4/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (7/8) 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 (7/7) cost is 5
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (9/7) cost is 9
found 10 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 Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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)

ExecAttack response is miss
 
(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 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: Zombie) 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 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 (5/4) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (7/8) cost is 7
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (10/6) cost is 12
Calculating cost to destination (9/7) cost is 10
found 10 valid attack positions, closest at (7/7) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 (10/5) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
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 6
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (9/7) cost is 5
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (10/6) cost is 3
Calculating cost to destination (9/7) cost is 5
found 10 valid attack positions, closest at (10/6) (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: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, 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 Tim 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 = 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)

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

AILog: Starting to Think for Mumie 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 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 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 Frija 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 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: Frija) atready = False, 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 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 = True
 
(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 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 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 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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 Fireno in state none following path from (7/10) to (6/11), 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)

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 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: Mumie) 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)

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 Berthold on Position 0Adding Char Luna 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 Berthold 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 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: Mumie) 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)

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: Heshtot) 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 Mumie on Position 0Adding Char Zombie 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 miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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: 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

AILog: Starting to Think for Zombie 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 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 = 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 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 (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 17, 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 (5/11) cost is 8
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (7/11) cost is 6
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (9/7) cost is 6
Calculating cost to destination (8/8) cost is 4
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (5/10) cost is 7
Calculating cost to destination (9/7) cost is 6
found 10 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 Zombie ID 17, current BP 1
Grounded check passed
Too few BP to 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 (4/6) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (5/11) cost is 13
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (7/11) cost is 15
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (9/7) cost is 13
found 9 valid attack positions, closest at (5/10) (dist: 12), moving --- done

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

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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 (7/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (5/11) cost is 15
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (7/11) cost is 17
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (7/9) cost is 15
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (5/10) cost is 14
Calculating cost to destination (9/7) cost is 11
found 9 valid attack positions, closest at (9/7) (dist: 11), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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: 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)

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 Heshtot 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 Heshtot ID 13, current BP 8
Grounded 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: Heshtot) 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 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 Heshtot 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: Frija) atready = False, 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 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 = True
 
(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 Zombie 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)

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 Ilgar is in rangegot enough BP, attacking --- done

 
(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)

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

AILog: Starting to Think for Mumie 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 Luna 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: Luna) 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 Mumie 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 45, 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 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)

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 (10/7) to (10/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 18, current BP 8
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 11
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (3/7) cost is 16
Calculating cost to destination (4/6) cost is 14
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (2/6) cost is 16
Calculating cost to destination (3/5) cost is 14
Calculating cost to destination (4/6) cost is 14
Calculating cost to destination (3/7) cost is 16
Calculating cost to destination (6/7) cost is 13
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (9/4) cost is 7
Calculating cost to destination (10/5) cost is 5
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (8/4) cost is 8
Calculating cost to destination (10/5) cost is 5
Calculating cost to destination (11/6) cost is 3
Calculating cost to destination (10/7) cost is 1
Calculating cost to destination (6/7) cost is 13
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (7/8) cost is 3
found 22 valid attack positions, closest at (10/7) (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)

AILog: Starting to Think for Geist ID 18, 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 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: 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)

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 Geist from queue
Checking Luna canAct + !grounded, turn placed

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

DDItem dropped container: item_218 (UnityEngine.BoxCollider) (item_218), container 
container is null, itemdrop item: item_218 (CraftyDDItem)
itemdrop container: et_weapon (item_218)

 
(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)

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 41, original cost 8, effective cost 13, delta -5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 
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 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 Ilgar 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)

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

Character Hexenbesen in state current following path from (4/10) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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 (7/6) cost is 16
Calculating cost to destination (5/7) cost is 15
Calculating cost to destination (3/7) cost is 9
Calculating cost to destination (4/6) cost is 13
Calculating cost to destination (5/7) cost is 15
Calculating cost to destination (2/6) cost is 9
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (4/6) cost is 13
Calculating cost to destination (3/7) cost is 9
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (4/10) cost is 1
Calculating cost to destination (9/4) cost is 14
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (8/4) cost is 15
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (11/6) 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 (7/8) cost is 4
found 21 valid attack positions, closest at (4/10) (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)

AILog: Starting to Think for Hexenbesen ID 19, 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 Heshtot 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: Heshtot) 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 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: Zombie) 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 miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

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 Frija canAct + !grounded, turn placed

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

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

Initiative Ini Display
Adding Char Frija 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 miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) 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
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 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)

runEffExpMumie: 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 Mumie: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: 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 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 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: 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 16, current BP 8
Grounded 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 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 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 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: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 Zombie 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: 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 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)

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: Frija) 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 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 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 18, current BP 8
Grounded 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 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 17, 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 (5/10) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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 (7/6) cost is 15
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (3/7) cost is 8
Calculating cost to destination (4/6) cost is 12
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (4/6) cost is 12
Calculating cost to destination (3/7) cost is 8
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (9/4) cost is 15
Calculating cost to destination (10/5) cost is 13
Calculating cost to destination (7/5) cost is 14
Calculating cost to destination (8/4) cost is 16
Calculating cost to destination (10/5) cost is 13
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (7/6) cost is 15
Calculating cost to destination (7/8) cost is 5
found 20 valid attack positions, closest at (7/8) (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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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 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 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 (9/4) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (5/11) cost is 17
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (7/11) cost is 15
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 15
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (5/10) cost is 16
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (10/8) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (7/9) cost is 13
found 16 valid attack positions, closest at (11/7) (dist: 7), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (2/7) to (2/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (5/11) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (9/7) cost is 17
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (4/9) cost is 10
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (4/9) cost is 10
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (9/7) cost is 17
Calculating cost to destination (9/7) cost is 17
Calculating cost to destination (11/7) cost is 19
Calculating cost to destination (10/8) cost is 17
Calculating cost to destination (8/8) cost is 15
Calculating cost to destination (7/9) cost is 13
found 16 valid attack positions, closest at (4/9) (dist: 10), moving --- done

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

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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)

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 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 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 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 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)

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 (5/11) to (3/11), 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 (7/6) cost is 16
Calculating cost to destination (8/5) cost is 18
Calculating cost to destination (5/7) cost is 15
Calculating cost to destination (3/7) cost is 13
Calculating cost to destination (4/6) cost is 13
Calculating cost to destination (5/7) cost is 15
Calculating cost to destination (1/7) cost is 9
Calculating cost to destination (2/6) cost is 11
Calculating cost to destination (3/7) cost is 13
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (8/5) cost is 18
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (8/4) cost is 19
Calculating cost to destination (9/3) cost is 15
Calculating cost to destination (10/4) cost is 13
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (11/6) cost is 10
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/6) cost is 16
found 19 valid attack positions, closest at (1/7) (dist: 9), 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 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 (9/6)
Maximum Distance for approach is 4
Checking position (9/7) viable, distance 1, count 0
Checking position (9/8) viable, distance 2, count 3
Checking position (10/8) viable, distance 3, count 1
Checking position (8/8) viable, distance 3, count 1
Checking position (9/9) viable, distance 3, count 1
Checking position (10/9) viable, distance 4, count 2
Checking position (8/9) viable, distance 4, count 3
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 0
Checking position (7/9) viable, distance 5, count 1
Checking position (9/10) viable, distance 4, count 2
Checking position (10/10) viable, distance 5, count 3
Checking position (8/10) viable, distance 5, count 2
Checking position (11/10) viable, distance 6, count 2
Checking position (7/10) viable, distance 6, count 2
Checking position (11/6) viable, distance 6, count 1
Checking position (6/10) viable, distance 7, count 1
Checking position (9/11) viable, distance 5, count 2
Checking position (10/11) viable, distance 6, count 2
Checking position (8/11) viable, distance 6, count 1
Checking position (11/11) viable, distance 7, count 3
Checking position (7/11) viable, distance 7, count 1
Checking position (6/11) viable, distance 8, count 1
Checking position (11/5) viable, distance 7, count 2
Checking position (10/5) viable, distance 8, count 0
found 23 viable fields
Top 1: Pos(9/8) / Dist 2 / Targets 3
Top 2: Pos(8/9) / Dist 4 / Targets 3
Top 3: Pos(10/9) / Dist 4 / Targets 2
Top 4: Pos(9/10) / Dist 4 / Targets 2
Top 5: Pos(10/8) / Dist 3 / Targets 1
Top 6: Pos(8/8) / Dist 3 / Targets 1
Top 7: Pos(9/9) / Dist 3 / Targets 1
Top 8: Pos(11/8) / Dist 4 / Targets 1
Top 9: Pos(8/11) / Dist 6 / Targets 1
Top 10: Pos(10/11) / Dist 6 / Targets 2
found at least one field to move to (9/8), 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 (9/7) to (9/8), 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 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(10/6) / Dist2 / Targetid10: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist2 / Targetid11: DSA.Model.BattleCharacter
Top 3: Pos(8/6) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(9/5) / Dist3 / Targetid8: 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 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)

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 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)

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)

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: Mumie) 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 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)

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

Character Mumie 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 Mumie ID 14, current BP 8
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 (2/11) cost is 15
Calculating cost to destination (3/10) cost is 15
Calculating cost to destination (4/11) cost is 15
Calculating cost to destination (9/7) cost is 2
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (4/9) cost is 15
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (9/7) cost is 2
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (9/7) cost is 2
Calculating cost to destination (11/7) cost is 4
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (7/9) cost is 10
found 19 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 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 14, 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 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)

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 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 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 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 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 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 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 17, 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 (10/5) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (2/11) cost is 16
Calculating cost to destination (3/10) cost is 16
Calculating cost to destination (4/11) cost is 16
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (6/10) cost is 13
Calculating cost to destination (4/9) cost is 16
Calculating cost to destination (5/10) cost is 14
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (10/8) cost is 7
Calculating cost to destination (9/9) cost is 9
Calculating cost to destination (11/7) cost is 5
Calculating cost to destination (10/8) cost is 7
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (7/9) cost is 11
found 16 valid attack positions, closest at (11/7) (dist: 5), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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 (1/8) to (1/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 (2/11) cost is 6
Calculating cost to destination (3/10) cost is 6
Calculating cost to destination (4/11) cost is 8
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) 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 (8/8) cost is 13
Calculating cost to destination (7/9) cost is 11
found 16 valid attack positions, closest at (3/10) (dist: 6), moving --- 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)

Mumie 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: 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 18, current BP 8
Grounded 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 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 Geist on Position 0Adding Char Zombie on Position 1Adding Char Hexenbesen on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist 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 Zombie on Position 1Adding Char Hexenbesen 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: Frija) 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 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 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: Ilgar) 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 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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) / Dist2 / Targetid11: 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)

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 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)

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 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)

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)

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 (2/11) to (1/10), 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 (7/6) cost is 15
Calculating cost to destination (8/5) cost is 17
Calculating cost to destination (9/6) cost is 19
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (3/7) cost is 10
Calculating cost to destination (4/6) cost is 12
Calculating cost to destination (5/7) cost is 14
Calculating cost to destination (0/9) cost is 5
Calculating cost to destination (1/8) cost is 7
Calculating cost to destination (1/10) cost is 3
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (9/6) cost is 19
Calculating cost to destination (9/5) cost is 18
Calculating cost to destination (10/4) cost is 16
Calculating cost to destination (11/5) cost is 14
Calculating cost to destination (9/6) cost is 19
Calculating cost to destination (11/6) cost is 13
Calculating cost to destination (6/7) cost is 15
Calculating cost to destination (7/6) cost is 15
found 19 valid attack positions, closest at (1/10) (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)

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 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 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)

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: Mumie) 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 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)

runEffExpBerthold: Removing battle effect fumble_weaponlost, 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 Berthold: 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 Zombie on Position 0Adding Char Mumie 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)

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 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 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 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 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 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 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 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 11, 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 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: Frija) 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 Frija 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)

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: Mumie) 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 Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Hexenbesen 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)

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 17, 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)

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)

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

AILog: Starting to Think for Hexenbesen ID 19, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (11/6) to (11/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (0/10) cost is 15
Calculating cost to destination (2/10) cost is 15
Calculating cost to destination (1/11) cost is 17
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (4/9) cost is 14
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (9/9) cost is 7
Calculating cost to destination (11/7) cost is 3
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (7/9) cost is 9
found 16 valid attack positions, closest at (11/7) (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)

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 14, current BP 8
Grounded 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 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 18, current BP 8
Grounded 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_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 Geist 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)

AILog: Starting to Think for Tim ID 5, 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(7/7) / Dist2 / Targetid11: DSA.Model.BattleCharacter
Top 2: Pos(11/7) / Dist2 / Targetid9: 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)

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 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)

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: 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 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 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)

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: Mumie) 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 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)

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: Mumie) 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 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)

runEffExpMumie: 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 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 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)

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 14, current BP 8
Grounded 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 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 11, 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 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 17, 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 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 Hexenbesen 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: Hexenbesen) 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 Hexenbesen ID 19, 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)

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

AILog: Starting to Think for Zombie ID 15, 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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)

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 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 18, current BP 8
Grounded 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 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 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 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)

AILog: Starting to Think for Tim ID 5, 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(7/7) / Dist2 / Targetid11: DSA.Model.BattleCharacter
Top 2: Pos(11/7) / Dist2 / Targetid9: 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 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: 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 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 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 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 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: Mumie) 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 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)

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 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 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)

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)

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 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)

runEffExpGeist: 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 Geist: 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie 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 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 17, 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 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 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 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 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 18, current BP 8
Grounded 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 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 14, current BP 8
Grounded 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: Frija) 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 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 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: Ilgar) 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 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.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)

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 (1/9) to (1/8), 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 (7/6) cost is 10
Calculating cost to destination (8/5) cost is 12
Calculating cost to destination (9/6) cost is 14
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (3/7) cost is 5
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (9/6) cost is 14
Calculating cost to destination (11/6) cost is 16
Calculating cost to destination (11/8) cost is 12
Calculating cost to destination (9/6) cost is 14
Calculating cost to destination (10/5) cost is 14
Calculating cost to destination (11/6) cost is 16
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (7/6) cost is 10
found 16 valid attack positions, closest at (3/7) (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: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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)

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 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 = 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 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(7/7) / Dist2 / Targetid11: DSA.Model.BattleCharacter
Top 2: Pos(11/7) / Dist2 / Targetid9: 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 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: Mumie) 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 Mumie 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 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 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)

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)

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 Frija 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: Mumie) 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 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)

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 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 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 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 Mumie 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)

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: Hexenbesen) 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 Hexenbesen ID 19, 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)

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 Hexenbesen 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 14, current BP 8
Grounded 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 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 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 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 18, current BP 8
Grounded 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 17, 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 (2/7) to (3/7), 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 (3/7) cost is 3
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (11/6) cost is 14
Calculating cost to destination (11/8) cost is 14
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 (6/7) cost is 8
Calculating cost to destination (7/6) cost is 8
found 13 valid attack positions, closest at (3/7) (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)

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: Mumie) 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 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)

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 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 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 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 (5/8) to (5/8), 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 (4/6) cost is 4
Calculating cost to destination (5/7) cost is 2
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (11/8) cost is 9
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 (6/7) cost is 3
Calculating cost to destination (7/6) cost is 5
found 12 valid attack positions, closest at (5/8) (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: 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 4, 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)

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)

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 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 Frija 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 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(7/7) / Dist2 / Targetid11: DSA.Model.BattleCharacter
Top 2: Pos(11/7) / Dist2 / Targetid9: 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)

runEffExpMumie: Removing battle effect fumble_stumble, 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 Mumie: Removing durable effect fumble_stumble
 
(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 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)

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)

Handling Death of Character Zombie
 
(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 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: 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 14, current BP 8
Grounded 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 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 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 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Geist is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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)

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 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 18, current BP 8
Grounded 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_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 Geist 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 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 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 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: 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 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 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 Zombie
 
(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 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 = 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 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 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 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)

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 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 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(11/7) / Dist2 / Targetid9: 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 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: Mumie) 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 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)

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)

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 (5/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (6/7) cost is 3
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (11/8) 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
found 7 valid attack positions, closest at (6/7) (dist: 3), moving --- done

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

runEffExpGeist: 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 Geist: 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 Mumie on Position 2Adding Char Hexenbesen 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: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 Geist 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 2, 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 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 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 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 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 19, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 18, current BP 8
Grounded 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 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)

AILog: Starting to Think for Tim ID 5, 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(11/7) / Dist2 / Targetid9: 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)

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 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 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 (4/7) 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 (9/6) cost is 7
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (11/8) cost is 13
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
found 6 valid attack positions, closest at (9/6) (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 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 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 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 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 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.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 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 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)

runEffExpIlgar: Removing battle effect fumble_selfhurt, 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 Ilgar: Removing durable effect fumble_selfhurt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 6, duration 8, current round 15, so 14 < 15
 
(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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 6, duration 8, current round 15, so 14 < 15
 
(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)

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

Character Mumie in state current following path from (9/6) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
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 (4/7) cost is 7
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 2
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (7/9) cost is 14
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (4/8) cost is 8
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (8/8) cost is 16
Calculating cost to destination (10/8) cost is 18
Calculating cost to destination (9/9) cost is 16
found 15 valid attack positions, closest at (8/6) (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: 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 16, 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 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)

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 (10/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (4/7) cost is 11
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (10/8) cost is 2
Calculating cost to destination (9/9) cost is 4
found 14 valid attack positions, closest at (10/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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)

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 14, current BP 8
Grounded 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 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 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 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 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 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 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 (6/6) 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (11/8) cost is 11
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (8/5) cost is 5
Calculating cost to destination (9/6) cost is 7
found 6 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 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 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 (9/8)
Maximum Distance for approach is 4
Checking position (9/9) viable, distance 1, count 0
Checking position (10/9) viable, distance 2, count 0
Checking position (8/8) viable, distance 1, count 0
Checking position (8/9) viable, distance 2, count 3
Checking position (9/10) viable, distance 2, count 2
Checking position (10/10) viable, distance 3, count 2
Checking position (8/10) viable, distance 3, count 2
Checking position (11/10) viable, distance 4, count 1
Checking position (11/9) viable, distance 3, count 0
Checking position (11/8) viable, distance 4, count 0
Checking position (7/9) viable, distance 3, count 1
Checking position (7/10) viable, distance 4, count 3
Checking position (9/11) viable, distance 3, count 2
Checking position (10/11) viable, distance 4, count 2
Checking position (8/11) viable, distance 4, count 2
Checking position (11/11) viable, distance 5, count 2
Checking position (7/11) viable, distance 5, count 2
Checking position (11/7) viable, distance 5, count 0
Checking position (6/10) viable, distance 5, count 2
Checking position (6/11) viable, distance 6, count 2
Checking position (11/6) viable, distance 6, count 3
Checking position (10/6) viable, distance 7, count 1
Checking position (5/9) viable, distance 7, count 0
Checking position (5/10) viable, distance 6, count 1
Checking position (5/11) viable, distance 7, count 2
Checking position (11/5) viable, distance 7, count 2
Checking position (10/5) viable, distance 8, count 2
Checking position (4/9) viable, distance 8, count 1
Checking position (4/10) viable, distance 7, count 1
Checking position (4/11) viable, distance 8, count 2
found 23 viable fields
Top 1: Pos(8/9) / Dist 2 / Targets 3
Top 2: Pos(7/10) / Dist 4 / Targets 3
Top 3: Pos(9/10) / Dist 2 / Targets 2
Top 4: Pos(9/11) / Dist 3 / Targets 2
Top 5: Pos(8/10) / Dist 3 / Targets 2
Top 6: Pos(10/10) / Dist 3 / Targets 2
Top 7: Pos(8/11) / Dist 4 / Targets 2
Top 8: Pos(10/11) / Dist 4 / Targets 2
Top 9: Pos(7/9) / Dist 3 / Targets 1
Top 10: Pos(11/10) / Dist 4 / Targets 1
found at least one field to move to (8/9), 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 (8/9) to (8/9), 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: 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 3 Enemies with line of sight
Top 1: Pos(10/8) / Dist2 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(9/7) / Dist2 / Targetid8: DSA.Model.BattleCharacter
Top 3: Pos(6/8) / Dist2 / Targetid6: 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 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 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)

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 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 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 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)

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 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 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 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 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 Mumie on Position 2Adding Char Tim 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 Mumie 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 (9/8) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 15, 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 (6/6) cost is 10
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/8) cost is 2
Calculating cost to destination (5/7) cost is 12
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (4/8) cost is 10
Calculating cost to destination (5/7) cost is 12
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (8/8) cost is 2
Calculating cost to destination (9/9) cost is 2
Calculating cost to destination (8/10) cost is 4
found 15 valid attack positions, closest at (8/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 15, current BP 1
Grounded check passed
Too few BP to 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)

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 16, current BP 8
Grounded 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 14, current BP 8
Grounded 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)

AILog: Starting to Think for Tim ID 5, 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 (8/9)
Maximum Distance for approach is 4
Checking position (8/10) viable, distance 1, count 0
Checking position (9/10) viable, distance 2, count 2
Checking position (9/9) viable, distance 1, count 1
Checking position (9/8) viable, distance 2, count 0
Checking position (7/9) viable, distance 1, count 0
Checking position (7/10) viable, distance 2, count 1
Checking position (8/11) viable, distance 2, count 0
Checking position (9/11) viable, distance 3, count 1
Checking position (7/11) viable, distance 3, count 0
Checking position (10/11) viable, distance 4, count 2
Checking position (10/10) viable, distance 3, count 2
Checking position (10/9) viable, distance 2, count 2
Checking position (10/8) viable, distance 3, count 1
Checking position (6/10) viable, distance 3, count 1
Checking position (6/11) viable, distance 4, count 1
Checking position (11/11) viable, distance 5, count 2
Checking position (11/10) viable, distance 4, count 2
Checking position (11/9) viable, distance 3, count 2
Checking position (11/8) viable, distance 4, count 2
Checking position (11/7) viable, distance 5, count 0
Checking position (5/9) viable, distance 5, count 1
Checking position (5/10) viable, distance 4, count 0
Checking position (5/11) viable, distance 5, count 1
Checking position (11/6) viable, distance 6, count 2
Checking position (10/6) viable, distance 7, count 1
Checking position (4/8) viable, distance 7, count 0
Checking position (4/9) viable, distance 6, count 0
Checking position (4/10) viable, distance 5, count 1
Checking position (4/11) viable, distance 6, count 1
Checking position (11/5) viable, distance 7, count 2
Checking position (10/5) viable, distance 8, count 2
Checking position (3/10) viable, distance 6, count 0
Checking position (3/11) viable, distance 7, count 1
Checking position (2/10) viable, distance 7, count 0
Checking position (2/11) viable, distance 8, count 1
found 24 viable fields
Top 1: Pos(10/9) / Dist 2 / Targets 2
Top 2: Pos(9/10) / Dist 2 / Targets 2
Top 3: Pos(10/10) / Dist 3 / Targets 2
Top 4: Pos(11/9) / Dist 3 / Targets 2
Top 5: Pos(11/8) / Dist 4 / Targets 2
Top 6: Pos(11/10) / Dist 4 / Targets 2
Top 7: Pos(10/11) / Dist 4 / Targets 2
Top 8: Pos(9/9) / Dist 1 / Targets 1
Top 9: Pos(7/10) / Dist 2 / Targets 1
Top 10: Pos(9/11) / Dist 3 / Targets 1
found at least one field to move to (10/9), 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 Tim in state current following path from (9/9) to (10/9), 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: 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 2 Enemies with line of sight
Top 1: Pos(8/8) / Dist2 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(9/7) / Dist2 / Targetid8: 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)

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 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: 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 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 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 (7/9) to (9/8), 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 (9/6) cost is 10
Calculating cost to destination (9/8) cost is 4
Calculating cost to destination (8/5) cost is 10
Calculating cost to destination (9/6) cost is 10
found 4 valid attack positions, closest at (9/8) (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 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 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 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 (5/7) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (9/6) cost is 8
Calculating cost to destination (8/5) cost is 6
Calculating cost to destination (9/6) cost is 8
found 3 valid attack positions, closest at (8/5) (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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/6) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 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 (9/6) cost is 8
Calculating cost to destination (8/5) cost is 6
Calculating cost to destination (9/6) cost is 8
found 3 valid attack positions, closest at (8/5) (dist: 6), moving --- done

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

AILog: Starting to Think for Frija 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)

runEffExpGeist: Removing battle effect conjuredcreature_die, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, started in battleround 15, duration 1, current round 17, so 16 < 17
 
(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)

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)

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: 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 14, current BP 8
Grounded 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 16, current BP 8
Grounded 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 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 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 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 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 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: 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 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(9/7) / Dist2 / Targetid8: 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)

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 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 (9/6) cost is 3
Calculating cost to destination (8/5) cost is 1
Calculating cost to destination (9/6) cost is 3
found 3 valid attack positions, closest at (8/5) (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: 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 4, 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)

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: Mumie) 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 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)

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)

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 (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (9/6) cost is 4
Calculating cost to destination (9/6) cost is 4
found 2 valid attack positions, closest at (9/6) (dist: 4), moving --- done

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

AILog: Starting to Think for Frija 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 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 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 14, current BP 8
Grounded 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 16, current BP 8
Grounded 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 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 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 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 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 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(9/7) / Dist2 / Targetid8: 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 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)

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: Mumie) 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 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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 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 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 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: 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 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 Luna canAct + !grounded, turn placed

 
(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
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 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)

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 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 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 (10/9)
Maximum Distance for approach is 4
Checking position (10/10) viable, distance 1, count 0
Checking position (11/10) viable, distance 2, count 0
Checking position (11/9) viable, distance 1, count 1
Checking position (11/8) viable, distance 2, count 0
Checking position (10/8) viable, distance 1, count 1
Checking position (9/9) viable, distance 1, count 0
Checking position (9/10) viable, distance 2, count 0
Checking position (10/11) viable, distance 2, count 0
Checking position (11/11) viable, distance 3, count 0
Checking position (9/11) viable, distance 3, count 0
Checking position (11/7) viable, distance 3, count 0
Checking position (8/8) viable, distance 3, count 0
Checking position (8/9) viable, distance 2, count 0
Checking position (8/10) viable, distance 3, count 0
Checking position (8/11) viable, distance 4, count 0
Checking position (11/6) viable, distance 4, count 0
Checking position (10/6) viable, distance 5, count 0
Checking position (7/9) viable, distance 3, count 0
Checking position (7/10) viable, distance 4, count 0
Checking position (7/11) viable, distance 5, count 0
Checking position (11/5) viable, distance 5, count 0
Checking position (10/5) viable, distance 6, count 1
Checking position (9/5) viable, distance 7, count 0
Checking position (6/8) viable, distance 5, count 1
Checking position (6/9) viable, distance 4, count 0
Checking position (6/10) viable, distance 5, count 0
Checking position (6/11) viable, distance 6, count 0
Checking position (11/4) viable, distance 6, count 1
Checking position (10/4) viable, distance 7, count 1
Checking position (9/4) viable, distance 8, count 1
Checking position (7/7) viable, distance 7, count 0
Checking position (6/7) viable, distance 6, count 1
Checking position (5/7) viable, distance 7, count 0
Checking position (5/8) viable, distance 6, count 1
Checking position (5/9) viable, distance 5, count 1
Checking position (5/10) viable, distance 6, count 1
Checking position (5/11) viable, distance 7, count 0
Checking position (11/3) viable, distance 7, count 1
Checking position (10/3) viable, distance 8, count 1
Checking position (6/6) viable, distance 7, count 0
Checking position (5/6) viable, distance 8, count 0
Checking position (4/7) viable, distance 8, count 0
Checking position (4/8) viable, distance 7, count 1
Checking position (4/9) viable, distance 6, count 1
Checking position (4/10) viable, distance 7, count 1
Checking position (4/11) viable, distance 8, count 1
Checking position (3/10) viable, distance 8, count 1
found 18 viable fields
Top 1: Pos(10/8) / Dist 1 / Targets 1
Top 2: Pos(11/9) / Dist 1 / Targets 1
Top 3: Pos(10/3) / Dist 8 / Targets 1
Top 4: Pos(4/8) / Dist 7 / Targets 1
Top 5: Pos(5/10) / Dist 6 / Targets 1
Top 6: Pos(11/3) / Dist 7 / Targets 1
Top 7: Pos(4/11) / Dist 8 / Targets 1
Top 8: Pos(3/10) / Dist 8 / Targets 1
Top 9: Pos(4/9) / Dist 6 / Targets 1
Top 10: Pos(4/10) / Dist 7 / 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: 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 6
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 / Targetid10: 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 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 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 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 16, current BP 8
Grounded 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 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 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 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 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: 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 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(8/6) / Dist2 / Targetid10: 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 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)

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)

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 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 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 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)

runEffExpBerthold: Removing battle effect fumble_stumble, started in battleround 19, duration 1, current round 21, so 20 < 21
 
(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 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 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 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 16, current BP 8
Grounded 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 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 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 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 Mumie
 
(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 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 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)

Forcing open door state for 0_2
 
(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 dfinal_toughbattle8
 
(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 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)

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_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)

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 3: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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: 5.253760 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 14 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 4414 unused Assets to reduce memory usage. Loaded Objects now: 16355.
Total: 31.515200 ms (FindLiveObjects: 0.864320 ms CreateObjectMapping: 0.545280 ms MarkObjects: 20.293440 ms  DeleteObjects: 9.416960 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)

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_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)

Calling returnfunc chestOpened( 0_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)

Calling returnfunc chestClicked( 0_9 )
 
(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_9 )
 
(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_dfinal_54 )
 
(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_dfinal_53 )
 
(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_dfinal_53 )
 
(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)

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: 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: 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: 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: 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: 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: 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)

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)

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)

Chest too far with 162.487 sqr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_toughbattle8 )
 
(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 dfinal_toughbattle8 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)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 8) to delayed spawn queue. spawnRound: 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 16) to delayed spawn queue. spawnRound: 4
 
(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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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: 

 
(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 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)

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 Heshtot(battle/heshthot): 
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 Heshtot(battle/heshthot), 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): 
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 Mumie 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)

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 (3/3) to (3/7), 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 (6/8) cost is 9
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (1/9) cost is 9
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (3/10) cost is 10
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 7
Calculating cost to destination (5/12) cost is 12
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 14
found 18 valid attack positions, closest at (3/7) (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)

AILog: Starting to Think for Mumie 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 = 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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/6) to (5/7), 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 (6/8) cost is 5
Calculating cost to destination (7/9) cost is 5
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (5/8) cost is 4
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (1/9) cost is 9
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (2/10) cost is 9
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (5/12) cost is 10
Calculating cost to destination (6/11) cost is 8
Calculating cost to destination (7/12) cost is 8
Calculating cost to destination (6/13) cost is 10
found 17 valid attack positions, closest at (5/8) (dist: 4), 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 (6/5) to (4/8), 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 (7/9) cost is 6
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (4/9) cost is 7
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (5/10) cost is 9
Calculating cost to destination (1/9) cost is 10
Calculating cost to destination (2/8) cost is 8
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (4/9) cost is 7
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (2/8) cost is 8
Calculating cost to destination (4/8) cost is 6
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 9
Calculating cost to destination (6/13) cost is 11
found 17 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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (6/7) 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 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 11, 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 (6/8) cost is 2
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (5/8) cost is 3
Calculating cost to destination (5/10) cost is 7
Calculating cost to destination (1/9) cost is 8
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (4/9) cost is 9
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (5/12) cost is 9
Calculating cost to destination (6/11) cost is 7
Calculating cost to destination (7/12) cost is 7
Calculating cost to destination (6/13) cost is 9
found 16 valid attack positions, closest at (6/8) (dist: 2), moving --- done

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

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

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

AILog: Starting to Think for Zombie ID 11, current BP 1
Grounded check passed
Too few BP to 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 Heshtot 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 Heshtot in state current following path from (6/4) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot 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 (7/9) cost is 7
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (1/9) cost is 11
Calculating cost to destination (2/8) cost is 9
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (4/9) cost is 12
Calculating cost to destination (3/10) cost is 12
Calculating cost to destination (2/8) cost is 9
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 10
Calculating cost to destination (6/13) cost is 12
found 14 valid attack positions, closest at (7/9) (dist: 7), moving --- done

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

AILog: Starting to Think for Heshtot 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 Heshtot 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 (2/3) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (1/9) cost is 8
Calculating cost to destination (2/8) cost is 6
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (2/8) cost is 6
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 13 valid attack positions, closest at (2/8) (dist: 6), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 28, 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 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 Fireno 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 Fireno 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)

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 29, original cost 6, effective cost 20, delta -14
 
(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 Berthold canAct + !grounded, turn placed

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

Handling Death of Character Heshtot
 
(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 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 = 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 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 none following path from (5/12) to (4/12), escaping: False
 
(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 49, 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)

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 Luna 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 Geist in state current following path from (3/10) to (4/9), 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 (2/7) cost is 7
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (4/9) cost is 3
Calculating cost to destination (1/5) cost is 8
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (2/6) cost is 8
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/8) cost is 7
found 13 valid attack positions, closest at (4/9) (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 12, 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 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: 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)

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 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 none following path from (2/8) to (2/7), 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)

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
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 39, 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): 

 
(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 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 Hexenbesen in state current following path from (1/7) to (1/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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 (3/6) cost is 5
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (1/5) cost is 4
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/8) cost is 9
found 11 valid attack positions, closest at (1/5) (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)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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
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 Geist on Position 2Adding Char Hexenbesen 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)

AILog: Starting to Think for Zombie ID 11, 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 = 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 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)

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 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: Mumie) 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 Mumie 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 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 13, 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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)

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)

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 (5/8) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (3/6) cost is 5
Calculating cost to destination (4/7) cost is 3
Calculating cost to destination (4/7) cost is 3
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (5/8) cost is 1
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (7/8) cost is 5
found 10 valid attack positions, closest at (5/8) (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: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 1, 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 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(6/8) / Dist4 / Targetid5: 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)

AILog: Target Mumie 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 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 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 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 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 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 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 (2/8) to (1/7), 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 (3/6) cost is 7
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/8) cost is 7
found 8 valid attack positions, closest at (2/6) (dist: 6), 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
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 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 13, 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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 11, 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 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 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 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: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie 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 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 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: Ilgar) 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 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 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 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 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 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)

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

AILog: Starting to Think for Ilgar 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 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)

AILog: Starting to Think for Tim ID 5, 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(6/8) / Dist4 / Targetid5: 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 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 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 (2/6) to (2/6), 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 (3/6) cost is 3
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/5) cost is 4
Calculating cost to destination (2/6) cost is 2
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/8) cost is 9
found 8 valid attack positions, closest at (2/6) (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: 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 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 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)

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)

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 Luna from queue
Queue done, rerolling

 
(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 Heshtot(battle/heshthot): 
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 Heshtot(battle/heshthot), 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 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 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): 
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)

Initiative Ini Display
Adding Char Heshtot 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)

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

Initiative Ini Display
Adding Char Heshtot 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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Heshtot in state current following path from (5/2) to (1/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshtot ID 15, current BP 8
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 12
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (5/9) cost is 12
Calculating cost to destination (1/7) cost is 12
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (1/6) cost is 11
Calculating cost to destination (2/5) cost is 7
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (3/12) cost is 15
Calculating cost to destination (4/11) cost is 13
Calculating cost to destination (5/12) cost is 13
Calculating cost to destination (4/13) cost is 15
Calculating cost to destination (0/5) cost is 9
Calculating cost to destination (1/4) cost is 7
Calculating cost to destination (2/5) cost is 7
Calculating cost to destination (1/6) cost is 11
found 19 valid attack positions, closest at (1/4) (dist: 7), moving --- done

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

AILog: Starting to Think for Heshtot ID 15, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

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

BS.advanceIni log
Removing Heshtot 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 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 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 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 11, 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 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: Heshtot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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 Heshtot is in rangegot enough BP, attacking --- done

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

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 (3/4) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
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 14
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (6/10) cost is 12
Calculating cost to destination (5/7) cost is 6
Calculating cost to destination (5/9) cost is 14
Calculating cost to destination (1/7) cost is 8
Calculating cost to destination (2/8) cost is 10
Calculating cost to destination (1/6) cost is 7
Calculating cost to destination (2/5) cost is 3
Calculating cost to destination (2/8) cost is 10
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (3/12) cost is 15
Calculating cost to destination (4/11) cost is 15
Calculating cost to destination (5/12) cost is 15
Calculating cost to destination (4/13) cost is 17
Calculating cost to destination (0/5) cost is 5
Calculating cost to destination (2/5) cost is 3
Calculating cost to destination (1/6) cost is 7
found 18 valid attack positions, closest at (2/5) (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: 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 18, 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)

BC.VisualBlock blockHit
 
(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 (4/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 19, 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 12
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (5/9) cost is 12
Calculating cost to destination (1/7) cost is 10
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (1/6) cost is 9
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (3/12) cost is 15
Calculating cost to destination (4/11) cost is 13
Calculating cost to destination (5/12) cost is 13
Calculating cost to destination (4/13) cost is 15
Calculating cost to destination (0/5) cost is 7
Calculating cost to destination (1/6) cost is 9
found 16 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 Zombie ID 19, current BP 1
Grounded check passed
Too few BP to 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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 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 (6/4) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 11
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (5/9) cost is 11
Calculating cost to destination (1/7) cost is 11
Calculating cost to destination (2/8) cost is 13
Calculating cost to destination (1/6) cost is 10
Calculating cost to destination (2/8) cost is 13
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (3/12) cost is 14
Calculating cost to destination (4/11) cost is 12
Calculating cost to destination (5/12) cost is 12
Calculating cost to destination (4/13) cost is 14
Calculating cost to destination (0/5) cost is 8
Calculating cost to destination (1/6) cost is 10
found 16 valid attack positions, closest at (5/7) (dist: 5), 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie 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 Mumie ID 14, current BP 8
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 9
Calculating cost to destination (7/9) cost is 5
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (5/7) cost is 1
Calculating cost to destination (5/9) cost is 9
Calculating cost to destination (1/7) cost is 13
Calculating cost to destination (2/8) cost is 13
Calculating cost to destination (1/6) cost is 12
Calculating cost to destination (2/8) cost is 13
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (3/12) cost is 12
Calculating cost to destination (4/11) cost is 10
Calculating cost to destination (5/12) cost is 10
Calculating cost to destination (4/13) cost is 12
Calculating cost to destination (0/5) cost is 10
Calculating cost to destination (1/6) cost is 12
found 16 valid attack positions, closest at (5/7) (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: 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 14, 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 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)

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 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)

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 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 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)

AILog: Starting to Think for Tim ID 5, 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(6/8) / Dist4 / Targetid5: 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)

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 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 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: Mumie) 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 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 Berthold 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 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 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)

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
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 Zombie on Position 2Adding Char Heshtot 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: Ilgar) 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 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 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)

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 (6/7) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 8
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (1/7) cost is 14
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (1/6) cost is 13
Calculating cost to destination (2/8) cost is 12
Calculating cost to destination (3/9) cost is 10
Calculating cost to destination (3/12) cost is 11
Calculating cost to destination (4/11) cost is 9
Calculating cost to destination (5/12) cost is 9
Calculating cost to destination (4/13) cost is 11
Calculating cost to destination (0/5) cost is 11
Calculating cost to destination (1/6) cost is 13
found 15 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 Zombie from queue
Checking Heshtot 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: Heshtot) 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 Heshtot ID 15, current BP 8
Grounded 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 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 Heshtot 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: Heshtot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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 Heshtot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/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 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 11, 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)

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 (5/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 19, 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 12
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (5/9) cost is 12
Calculating cost to destination (1/7) cost is 12
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (1/6) cost is 11
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (3/9) cost is 14
Calculating cost to destination (3/12) cost is 15
Calculating cost to destination (4/11) cost is 13
Calculating cost to destination (5/12) cost is 13
Calculating cost to destination (4/13) cost is 15
Calculating cost to destination (0/5) cost is 9
Calculating cost to destination (1/6) cost is 11
found 15 valid attack positions, closest at (7/9) (dist: 8), moving --- done

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

AILog: Starting to Think for Zombie ID 19, current BP 1
Grounded check passed
Too few BP to 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)

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 16, current BP 8
Grounded 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 18, current BP 8
Grounded 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 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 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 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 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 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 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(6/8) / Dist4 / Targetid5: 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)

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 Frija on Position 1Adding Char Luna 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: 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 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 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 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 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 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)

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)

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 Luna from queue
Queue done, rerolling

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

Initiative Ini Display
Adding Char Heshtot on Position 0Adding Char Hexenbesen 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)

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)

AILog: Starting to Think for Heshtot ID 15, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 10
Calculating cost to destination (3/0) cost is 6
Calculating cost to destination (4/0) cost is 7
Calculating cost to destination (5/0) cost is 8
Calculating cost to destination (8/11) cost is 14
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (8/9) cost is 12
Escaping right away at (3/0)

 
(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 Heshtot in state current following path from (1/3) to (3/0), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshtot 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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 Hexenbesen from queue
Checking Mumie canAct + !grounded, turn placed

 
(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: Ilgar) 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 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 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 (6/7) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 19, 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 10
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (6/8) cost is 2
Calculating cost to destination (5/9) cost is 10
Calculating cost to destination (1/7) cost is 12
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (1/6) cost is 11
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (3/12) cost is 13
Calculating cost to destination (4/11) cost is 11
Calculating cost to destination (5/12) cost is 11
Calculating cost to destination (4/13) cost is 13
Calculating cost to destination (0/5) cost is 9
Calculating cost to destination (1/4) cost is 7
Calculating cost to destination (1/6) cost is 11
found 18 valid attack positions, closest at (6/8) (dist: 2), moving --- done

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

AILog: Starting to Think for Zombie ID 19, current BP 1
Grounded check passed
Too few BP to 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)

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 18, current BP 8
Grounded 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 (7/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 17, 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 5
Calculating cost to destination (7/9) cost is 1
Calculating cost to destination (6/10) cost is 3
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (1/7) cost is 11
Calculating cost to destination (2/8) cost is 9
Calculating cost to destination (1/6) cost is 12
Calculating cost to destination (2/8) cost is 9
Calculating cost to destination (3/9) cost is 7
Calculating cost to destination (3/12) cost is 8
Calculating cost to destination (4/11) cost is 6
Calculating cost to destination (5/12) cost is 6
Calculating cost to destination (4/13) cost is 8
Calculating cost to destination (0/5) cost is 12
Calculating cost to destination (1/4) cost is 10
Calculating cost to destination (1/6) cost is 12
found 16 valid attack positions, closest at (7/9) (dist: 1), moving --- done

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

BS.advanceIni log
Removing Zombie from queue
Checking 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 Zombie ID 17, 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 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)

AILog: Target Fireno 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 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 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 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 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 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: Mumie) 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 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 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: 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 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 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist4 / Targetid11: 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: Mumie) 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 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)

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: Mumie) 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 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)

runEffExpFireno: 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 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 Zombie 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)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Heshtot(battle/heshthot)' is inactive!
 
(Filename:  Line: 824)

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 17, 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 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 14, current BP 8
Grounded 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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: Ilgar) 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 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 16, current BP 8
Grounded 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 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 19, 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 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 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 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 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 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)

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: 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 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 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist4 / Targetid11: 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: Mumie) 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 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)

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

runEffExpMumie: Removing battle effect fumble_weaponlost, 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 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 Zombie 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: 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 17, 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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: 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 19, 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 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 16, current BP 8
Grounded 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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)

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 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 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist4 / Targetid11: 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)

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 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.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 Mumie
 
(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 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: 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 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.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: Mumie) 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 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)

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: Mumie) 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 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 Zombie on Position 1Adding Char Hexenbesen on Position 2Adding Char Mumie 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 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 14, current BP 8
Grounded 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 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 19, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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)

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 Hexenbesen 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 18, current BP 8
Grounded 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 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 17, 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 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 16, current BP 8
Grounded 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 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)

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 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 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 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 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: Mumie) 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 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 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: Mumie) 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 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)

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 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 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 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 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 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 / Targetid9: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist4 / Targetid11: 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 8, duration 1, current round 10, so 9 < 10
 
(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 Hexenbesen 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)

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 17, 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 13, 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)

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

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 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 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 Ilgar 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: 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 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 Fireno 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 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)

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 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)

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: 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 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(6/8) / Dist4 / Targetid11: 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 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 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 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: Mumie) 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 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)

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)

runEffExpZombie: 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 Zombie: Removing durable effect fumble_stumble
 
(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 Hexenbesen 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: Hexenbesen) 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 Hexenbesen ID 13, 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)

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 Hexenbesen from queue
Checking Mumie 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: 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 16, current BP 8
Grounded 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 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 Zombie 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 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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 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: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 19, 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 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 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 14, current BP 8
Grounded 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 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)

AILog: Starting to Think for Tim ID 5, 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(6/8) / Dist4 / Targetid11: 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 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)

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 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.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: Mumie) 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 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)

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: Mumie) 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 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 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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 10, current round 12, so 11 < 12
 
(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)

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

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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 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 19, 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 14, current BP 8
Grounded 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 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 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 16, current BP 8
Grounded 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 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 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(6/8) / Dist4 / Targetid11: 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 Fireno 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 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/8) to (6/7), 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 (4/7) cost is 6
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (6/7) cost is 2
Calculating cost to destination (3/5) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 7
found 8 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 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: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 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: Mumie) 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 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 0Adding Char Luna 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 (3/7) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (4/7) cost is 2
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (3/7) cost is 1
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/5) cost is 5
found 7 valid attack positions, closest at (3/7) (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: 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 2, 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 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 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)

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)

runEffExpLuna: Removing battle effect fumble_stumble, 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 Luna: Removing durable effect fumble_stumble
 
(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 Mumie on Position 1Adding Char Mumie 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 Mumie(battle/zombie_strong) defined, and no default available
 
(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: 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 16, current BP 8
Grounded 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 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 14, current BP 8
Grounded 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 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 18, current BP 8
Grounded 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 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 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 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 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 (4/12)
Maximum Distance for approach is 4
Checking position (4/13) viable, distance 1, count 0
Checking position (5/13) viable, distance 2, count 0
Checking position (5/12) viable, distance 1, count 0
Checking position (5/11) viable, distance 2, count 0
Checking position (4/11) viable, distance 1, count 0
Checking position (3/11) viable, distance 2, count 0
Checking position (3/12) viable, distance 1, count 0
Checking position (3/13) viable, distance 2, count 0
Checking position (4/14) viable, distance 2, count 0
Checking position (5/14) viable, distance 3, count 0
Checking position (3/14) viable, distance 3, count 0
Checking position (6/14) viable, distance 4, count 0
Checking position (6/13) viable, distance 3, count 0
Checking position (6/12) viable, distance 2, count 1
Checking position (6/11) viable, distance 3, count 1
Checking position (6/10) viable, distance 4, count 0
Checking position (5/10) viable, distance 3, count 1
Checking position (4/10) viable, distance 2, count 0
Checking position (3/10) viable, distance 3, count 0
Checking position (2/10) viable, distance 4, count 1
Checking position (2/11) viable, distance 3, count 1
Checking position (2/12) viable, distance 2, count 0
Checking position (2/13) viable, distance 3, count 0
Checking position (2/14) viable, distance 4, count 0
Checking position (7/14) viable, distance 5, count 1
Checking position (7/13) viable, distance 4, count 1
Checking position (7/12) viable, distance 3, count 1
Checking position (7/11) viable, distance 4, count 1
Checking position (7/10) viable, distance 5, count 1
Checking position (7/9) viable, distance 6, count 1
Checking position (6/9) viable, distance 5, 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 0
Checking position (1/9) viable, distance 6, count 1
Checking position (1/10) viable, distance 5, count 2
Checking position (1/11) viable, distance 4, count 1
Checking position (1/12) viable, distance 3, count 1
Checking position (1/13) viable, distance 4, count 0
Checking position (1/14) viable, distance 5, count 0
Checking position (8/14) viable, distance 6, count 1
Checking position (8/13) viable, distance 5, count 2
Checking position (8/12) viable, distance 4, count 1
Checking position (8/11) viable, distance 5, count 1
Checking position (8/10) viable, distance 6, count 1
Checking position (8/9) viable, distance 7, count 1
Checking position (8/8) viable, distance 8, count 0
Checking position (7/8) viable, distance 7, count 1
Checking position (6/8) viable, distance 6, count 0
Checking position (2/8) viable, distance 6, count 1
found 26 viable fields
Top 1: Pos(6/12) / Dist 2 / Targets 1
Top 2: Pos(2/11) / Dist 3 / Targets 1
Top 3: Pos(1/12) / Dist 3 / Targets 1
Top 4: Pos(7/12) / Dist 3 / Targets 1
Top 5: Pos(6/11) / Dist 3 / Targets 1
Top 6: Pos(5/10) / Dist 3 / Targets 1
Top 7: Pos(5/9) / Dist 4 / Targets 1
Top 8: Pos(3/9) / Dist 4 / Targets 1
Top 9: Pos(8/12) / Dist 4 / Targets 1
Top 10: Pos(1/11) / Dist 4 / Targets 1
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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/12) 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: 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(3/6) / Dist6 / Targetid8: 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 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 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)

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: Mumie) 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 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
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 (4/7) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 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 (4/7) cost is 2
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/5) cost is 5
found 6 valid attack positions, closest at (4/7) (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: 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 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)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, 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 Hexenbesen: Removing durable effect 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 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 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 14, current BP 8
Grounded 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 18, current BP 8
Grounded 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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 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 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 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 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 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 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 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 (6/12)
Maximum Distance for approach is 4
Checking position (6/13) viable, distance 1, count 0
Checking position (7/13) viable, distance 2, count 0
Checking position (7/12) viable, distance 1, count 0
Checking position (7/11) viable, distance 2, count 1
Checking position (6/11) viable, distance 1, count 0
Checking position (5/11) viable, distance 2, count 0
Checking position (5/12) viable, distance 1, count 0
Checking position (5/13) viable, distance 2, count 0
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 0
Checking position (8/14) viable, distance 4, count 0
Checking position (8/13) viable, distance 3, count 1
Checking position (8/12) viable, distance 2, count 1
Checking position (8/11) viable, distance 3, count 1
Checking position (8/10) viable, distance 4, count 1
Checking position (7/10) viable, distance 3, count 1
Checking position (6/10) viable, distance 2, count 0
Checking position (5/10) viable, distance 3, count 0
Checking position (4/10) viable, distance 4, count 0
Checking position (4/11) viable, distance 3, count 0
Checking position (4/12) viable, distance 2, count 0
Checking position (4/13) viable, distance 3, count 0
Checking position (4/14) viable, distance 4, count 0
Checking position (8/9) viable, distance 5, count 1
Checking position (7/9) viable, distance 4, count 1
Checking position (6/9) viable, distance 3, count 1
Checking position (5/9) viable, distance 4, count 0
Checking position (3/9) viable, distance 6, count 1
Checking position (3/10) viable, distance 5, count 0
Checking position (3/11) viable, distance 4, count 0
Checking position (3/12) viable, distance 3, count 0
Checking position (3/13) viable, distance 4, count 0
Checking position (3/14) viable, distance 5, count 0
Checking position (8/8) viable, distance 6, count 0
Checking position (7/8) viable, distance 5, count 1
Checking position (6/8) viable, distance 4, count 0
Checking position (4/8) viable, distance 8, count 0
Checking position (3/8) viable, distance 7, count 1
Checking position (2/8) viable, distance 8, count 1
Checking position (2/9) viable, distance 7, count 1
Checking position (2/10) viable, distance 6, count 1
Checking position (2/11) viable, distance 5, count 1
Checking position (2/12) viable, distance 4, count 0
Checking position (2/13) viable, distance 5, count 0
Checking position (2/14) viable, distance 6, count 0
Checking position (8/7) viable, distance 7, count 1
Checking position (7/7) viable, distance 6, count 0
Checking position (1/9) viable, distance 8, count 2
Checking position (1/10) viable, distance 7, count 2
found 19 viable fields
Top 1: Pos(8/12) / Dist 2 / Targets 1
Top 2: Pos(7/11) / Dist 2 / Targets 1
Top 3: Pos(6/9) / Dist 3 / Targets 1
Top 4: Pos(7/10) / Dist 3 / Targets 1
Top 5: Pos(8/13) / Dist 3 / Targets 1
Top 6: Pos(8/11) / Dist 3 / Targets 1
Top 7: Pos(7/9) / Dist 4 / Targets 1
Top 8: Pos(8/10) / Dist 4 / Targets 1
Top 9: Pos(2/11) / Dist 5 / Targets 1
Top 10: Pos(2/10) / Dist 6 / Targets 1
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 Tim 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: 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(5/7) / Dist5 / Targetid6: 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)

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 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 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 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 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 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 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 14, current BP 8
Grounded 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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)

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 18, current BP 8
Grounded 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 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 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 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 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)

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: 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 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(5/7) / Dist5 / Targetid6: 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 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 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 Berthold 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 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)

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)

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)

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 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 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 Tim 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 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: 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 18, current BP 8
Grounded 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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 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 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 (8/12)
Maximum Distance for approach is 4
Checking position (8/13) viable, distance 1, count 0
Checking position (8/11) viable, distance 1, count 0
Checking position (7/11) viable, distance 2, count 0
Checking position (7/12) viable, distance 1, count 0
Checking position (7/13) viable, distance 2, count 0
Checking position (8/14) viable, distance 2, count 0
Checking position (7/14) viable, distance 3, count 0
Checking position (8/10) viable, distance 2, count 0
Checking position (7/10) viable, distance 3, count 0
Checking position (6/10) viable, distance 4, count 0
Checking position (6/11) viable, distance 3, count 0
Checking position (6/12) viable, distance 2, count 0
Checking position (6/13) viable, distance 3, count 0
Checking position (6/14) viable, distance 4, count 0
Checking position (8/9) viable, distance 3, count 0
Checking position (7/9) viable, distance 4, count 0
Checking position (6/9) viable, distance 5, count 0
Checking position (5/9) viable, distance 6, count 0
Checking position (5/10) viable, distance 5, count 0
Checking position (5/11) viable, distance 4, count 0
Checking position (5/12) viable, distance 3, count 0
Checking position (5/13) viable, distance 4, count 0
Checking position (5/14) viable, distance 5, count 0
Checking position (8/8) viable, distance 4, count 0
Checking position (7/8) viable, distance 5, count 0
Checking position (6/8) viable, distance 6, count 0
Checking position (4/10) viable, distance 6, count 0
Checking position (4/11) viable, distance 5, count 0
Checking position (4/12) viable, distance 4, count 0
Checking position (4/13) viable, distance 5, count 0
Checking position (4/14) viable, distance 6, count 0
Checking position (8/7) viable, distance 5, count 1
Checking position (7/7) viable, distance 6, count 0
Checking position (3/9) viable, distance 8, count 0
Checking position (3/10) viable, distance 7, count 0
Checking position (3/11) viable, distance 6, count 0
Checking position (3/12) viable, distance 5, count 0
Checking position (3/13) viable, distance 6, count 0
Checking position (3/14) viable, distance 7, count 0
Checking position (8/6) viable, distance 6, count 2
Checking position (7/6) viable, distance 7, count 2
Checking position (6/6) viable, distance 8, count 2
Checking position (2/10) viable, distance 8, count 0
Checking position (2/11) viable, distance 7, count 0
Checking position (2/12) viable, distance 6, count 0
Checking position (2/13) viable, distance 7, count 0
Checking position (2/14) viable, distance 8, count 0
Checking position (8/5) viable, distance 7, count 2
Checking position (7/5) viable, distance 8, count 2
Checking position (1/11) viable, distance 8, count 0
found 6 viable fields
Top 1: Pos(6/6) / Dist 8 / Targets 2
Top 2: Pos(8/5) / Dist 7 / Targets 2
Top 3: Pos(7/5) / Dist 8 / Targets 2
Top 4: Pos(8/7) / Dist 5 / Targets 1
Top 5: Pos(8/6) / Dist 6 / Targets 2
Top 6: Pos(7/6) / Dist 7 / Targets 2
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 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/11) 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 1
Grounded check passed
Too few BP to 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/7) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar 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 (3/5) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/5) cost is 5
found 4 valid attack positions, closest at (4/6) (dist: 3), moving --- done

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

BS.advanceIni log
Removing Ilgar from queue
Checking 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 (3/5) cost is 5
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/5) cost is 5
found 3 valid attack positions, closest at (3/5) (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: Mumie) 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 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)

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 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 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)

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 (5/7) to (5/5), 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 (3/5) cost is 7
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/5) cost is 7
found 3 valid attack positions, closest at (3/5) (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 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: 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 16, current BP 8
Grounded 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)

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 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 (7/7)
Maximum Distance for approach is 4
Checking position (7/8) viable, distance 1, count 1
Checking position (8/8) viable, distance 2, count 0
Checking position (8/7) viable, distance 1, count 0
Checking position (8/6) viable, distance 2, count 0
Checking position (7/6) viable, distance 1, count 0
Checking position (6/6) viable, distance 2, count 0
Checking position (6/7) viable, distance 1, count 0
Checking position (6/8) viable, distance 2, count 1
Checking position (7/9) viable, distance 2, count 1
Checking position (8/9) viable, distance 3, count 1
Checking position (6/9) viable, distance 3, count 1
Checking position (8/5) viable, distance 3, count 0
Checking position (7/5) viable, distance 2, count 0
Checking position (6/5) viable, distance 3, count 0
Checking position (5/7) viable, distance 2, count 1
Checking position (5/8) viable, distance 3, count 1
Checking position (5/9) viable, distance 4, count 1
Checking position (7/10) viable, distance 3, count 1
Checking position (8/10) viable, distance 4, count 1
Checking position (6/10) viable, distance 4, count 1
Checking position (5/10) viable, distance 5, count 1
Checking position (8/4) viable, distance 4, count 1
Checking position (7/4) viable, distance 3, count 1
Checking position (6/4) viable, distance 4, count 1
Checking position (5/4) viable, distance 5, count 2
Checking position (4/7) viable, distance 3, count 0
Checking position (4/8) viable, distance 4, count 1
Checking position (4/10) viable, distance 6, count 0
Checking position (7/11) viable, distance 4, count 1
Checking position (8/11) viable, distance 5, count 1
Checking position (6/11) viable, distance 5, count 1
Checking position (5/11) viable, distance 6, count 0
Checking position (4/11) viable, distance 7, count 0
Checking position (8/3) viable, distance 5, count 1
Checking position (7/3) viable, distance 4, count 2
Checking position (6/3) viable, distance 5, count 2
Checking position (5/3) viable, distance 6, count 2
Checking position (4/3) viable, distance 7, count 2
Checking position (4/4) viable, distance 6, count 2
Checking position (4/5) viable, distance 7, count 1
Checking position (3/8) viable, distance 5, count 0
Checking position (3/9) viable, distance 6, count 0
Checking position (3/10) viable, distance 7, count 0
Checking position (3/11) viable, distance 8, count 0
Checking position (7/12) viable, distance 5, count 1
Checking position (8/12) viable, distance 6, count 1
Checking position (6/12) viable, distance 6, count 1
Checking position (5/12) viable, distance 7, count 0
Checking position (4/12) viable, distance 8, count 0
Checking position (8/2) viable, distance 6, count 2
found 31 viable fields
Top 1: Pos(7/3) / Dist 4 / Targets 2
Top 2: Pos(7/8) / Dist 1 / Targets 1
Top 3: Pos(5/7) / Dist 2 / Targets 1
Top 4: Pos(6/8) / Dist 2 / Targets 1
Top 5: Pos(7/9) / Dist 2 / Targets 1
Top 6: Pos(7/4) / Dist 3 / Targets 1
Top 7: Pos(7/10) / Dist 3 / Targets 1
Top 8: Pos(8/9) / Dist 3 / Targets 1
Top 9: Pos(6/9) / Dist 3 / Targets 1
Top 10: Pos(5/8) / Dist 3 / 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 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/6) to (7/3), 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 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(3/6) / Dist4 / Targetid8: DSA.Model.BattleCharacter
Top 2: Pos(2/5) / Dist5 / Targetid10: 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)

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 (6/5) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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 7
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/5) cost is 7
found 3 valid attack positions, closest at (3/5) (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 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 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)

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: Mumie) 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 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
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 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 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 (4/5) to (3/5), 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 (3/5) cost is 2
Calculating cost to destination (2/4) cost is 4
Calculating cost to destination (3/5) cost is 2
found 3 valid attack positions, closest at (3/5) (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: Mumie) 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 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 Berthold 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 18, current BP 8
Grounded 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)

runEffExpMumie: 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 Mumie: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie 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 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: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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 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: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 16, current BP 8
Grounded 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 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 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)

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 (5/5) 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 (2/4) cost is 5
found 1 valid attack positions, closest at (2/4) (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 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 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 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
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 Berthold on Position 1Adding Char Luna 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 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 (7/3)
Maximum Distance for approach is 4
Checking position (7/4) viable, distance 1, count 0
Checking position (8/4) viable, distance 2, count 0
Checking position (8/3) viable, distance 1, count 0
Checking position (8/2) viable, distance 2, count 1
Checking position (7/2) viable, distance 1, count 1
Checking position (6/2) viable, distance 2, count 1
Checking position (6/3) viable, distance 1, count 1
Checking position (6/4) viable, distance 2, count 0
Checking position (7/5) viable, distance 2, count 0
Checking position (8/5) viable, distance 3, count 0
Checking position (6/5) viable, distance 3, count 0
Checking position (8/1) viable, distance 3, count 1
Checking position (7/1) viable, distance 2, count 1
Checking position (6/1) viable, distance 3, count 1
Checking position (5/1) viable, distance 4, count 1
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 0
Checking position (5/5) viable, distance 4, count 0
Checking position (7/6) viable, distance 3, count 0
Checking position (8/6) viable, distance 4, count 0
Checking position (6/6) viable, distance 4, count 0
Checking position (5/6) viable, distance 5, count 0
Checking position (8/0) viable, distance 4, count 1
Checking position (7/0) viable, distance 3, count 1
Checking position (6/0) viable, distance 4, count 1
Checking position (5/0) viable, distance 5, count 1
Checking position (4/0) viable, distance 6, count 1
Checking position (4/1) viable, distance 5, count 1
Checking position (4/2) viable, distance 4, count 1
Checking position (4/3) viable, distance 3, count 1
Checking position (4/4) viable, distance 4, count 1
Checking position (7/7) viable, distance 4, count 0
Checking position (8/7) viable, distance 5, count 0
Checking position (6/7) viable, distance 5, count 0
Checking position (5/7) viable, distance 6, count 0
Checking position (4/7) viable, distance 7, count 1
Checking position (3/0) viable, distance 7, count 1
Checking position (3/1) viable, distance 6, count 1
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 (7/8) viable, distance 5, count 0
Checking position (8/8) viable, distance 6, count 0
Checking position (6/8) viable, distance 6, count 1
Checking position (5/8) viable, distance 7, count 1
Checking position (4/8) viable, distance 8, count 0
Checking position (2/0) viable, distance 8, count 1
Checking position (2/1) viable, distance 7, count 1
Checking position (2/2) viable, distance 6, count 1
found 29 viable fields
Top 1: Pos(6/3) / Dist 1 / Targets 1
Top 2: Pos(7/2) / Dist 1 / Targets 1
Top 3: Pos(5/3) / Dist 2 / Targets 1
Top 4: Pos(7/1) / Dist 2 / Targets 1
Top 5: Pos(6/2) / Dist 2 / Targets 1
Top 6: Pos(8/2) / Dist 2 / Targets 1
Top 7: Pos(7/0) / Dist 3 / Targets 1
Top 8: Pos(4/3) / Dist 3 / Targets 1
Top 9: Pos(5/2) / Dist 3 / Targets 1
Top 10: Pos(6/1) / Dist 3 / Targets 1
found at least one field to move to (6/3), 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 (6/3) to (6/3), 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 6
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 / Targetid10: 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 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 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: Mumie) 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 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)

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

AILog: Starting to Think for Mumie ID 18, current BP 8
Grounded 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 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 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 (2/4) cost is 6
found 1 valid attack positions, closest at (2/4) (dist: 6), moving --- done

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

AILog: Starting to Think for Ilgar 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 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 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) / Dist4 / Targetid10: 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)

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 (3/4) 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 3
Grounded check passed
CanDoSomething check passed
Escaping 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
found 1 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 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 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 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 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)

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 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 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)

runEffExpBerthold: Removing battle effect fumble_selfhurt, 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_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 Mumie 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 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 18, current BP 8
Grounded 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 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 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 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) / Dist4 / Targetid10: 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)

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 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 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)

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 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 Frija 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 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 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 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 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 Frija 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 18, current BP 8
Grounded 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 Frija canAct + !grounded, turn placed

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

AILog: Starting to Think for Frija 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 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 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 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 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 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 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) / Dist4 / Targetid10: 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 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 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: Mumie) 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 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)

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
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 Fireno 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 18, current BP 8
Grounded 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 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 Ilgar 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 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 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 Frija 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 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)

Forcing open door state for 0_2
 
(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 dfinal_toughbattle8
 
(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 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)

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 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_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

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 3: WeatherForecast[ Clouds some Wind none Rain none, Temp 5 - 18 = uwsValue 13 ]
 
(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: 4.973440 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 13 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3888 unused Assets to reduce memory usage. Loaded Objects now: 16428.
Total: 27.383360 ms (FindLiveObjects: 0.804800 ms CreateObjectMapping: 0.525440 ms MarkObjects: 20.639040 ms  DeleteObjects: 5.048000 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)

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_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestClicked( 0_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)

Calling returnfunc chestOpened( 0_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)

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_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)

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)

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)

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)

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 OnTrigger( 0_endbattle )
 
(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 dfinal_endbattle 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)

Adding monster (id: 77) to delayed spawn queue. spawnRound: 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 78) to delayed spawn queue. spawnRound: 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 4) to delayed spawn queue. spawnRound: 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 4) to delayed spawn queue. spawnRound: 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 4) to delayed spawn queue. spawnRound: 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 78) to delayed spawn queue. spawnRound: 10
 
(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: 

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

bcb for P Fireno: 
found dispclass schilde
 
(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)

bcb for P Ilgar: 
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: 
zweihaender 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: 

 
(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 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): 
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): 
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): 
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): 
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 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 Zombie on Position 0Adding Char Mumie 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 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie 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 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 (3/2) cost is 8
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (2/6) cost is 3
Calculating cost to destination (3/5) cost is 5
Calculating cost to destination (4/6) cost is 3
Calculating cost to destination (3/7) cost is 1
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (4/5) cost is 4
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (1/2) cost is 8
Calculating cost to destination (2/1) cost is 10
Calculating cost to destination (3/2) cost is 8
Calculating cost to destination (2/3) cost is 6
Calculating cost to destination (5/3) cost is 7
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 7
found 22 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 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 (6/10) 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 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 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 (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 (2/6) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (1/2) cost is 14
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (2/3) cost is 12
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
found 21 valid attack positions, closest at (5/6) (dist: 6), moving --- 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)

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 (6/7) to (6/5), 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 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 (3/2) cost is 9
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (4/3) cost is 7
Calculating cost to destination (2/6) cost is 6
Calculating cost to destination (3/5) cost is 6
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (5/1) cost is 10
Calculating cost to destination (6/2) cost is 8
Calculating cost to destination (5/3) cost is 6
Calculating cost to destination (4/5) cost is 5
Calculating cost to destination (5/4) cost is 5
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (1/2) cost is 11
Calculating cost to destination (2/1) cost is 11
Calculating cost to destination (3/2) cost is 9
Calculating cost to destination (2/3) cost is 9
Calculating cost to destination (5/3) cost is 6
Calculating cost to destination (6/2) cost is 8
Calculating cost to destination (7/3) cost is 6
Calculating cost to destination (6/4) cost is 4
found 20 valid attack positions, closest at (6/5) (dist: 3), moving --- done

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

AILog: Target Luna 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)

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 (2/11) to (2/6), 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 (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 (2/6) cost is 7
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (5/1) cost is 15
Calculating cost to destination (6/2) cost is 15
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (1/2) cost is 12
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (2/3) cost is 10
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (6/2) cost is 15
Calculating cost to destination (7/3) cost is 13
Calculating cost to destination (6/4) cost is 11
found 19 valid attack positions, closest at (2/6) (dist: 7), 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 Heshthot 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 Heshthot 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 Heshthot 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 (3/2) cost is 11
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (5/1) cost is 14
Calculating cost to destination (6/2) cost is 14
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (1/2) cost is 11
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (2/3) cost is 11
Calculating cost to destination (5/3) cost is 10
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 10
found 18 valid attack positions, closest at (4/6) (dist: 6), moving --- done

 
(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 Heshthot ID 10, 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)

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 11, delta -5
 
(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)

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 (5/3) to (6/4), 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 Frija in state none following path from (7/5) to (7/5), escaping: False
 
(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)

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 18, original cost 6, effective cost 18, delta -12
 
(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 Tim 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 Tim on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Clearing 3
 
(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 34, 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 Luna 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 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (5/3) 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 (1/6) cost is 8
Calculating cost to destination (2/5) cost is 6
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (4/6) cost is 5
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 (6/6) cost is 9
found 11 valid attack positions, closest at (6/4) (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)

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 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 Zombie is in rangegot enough BP, attacking --- done

 
(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)

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 Geist 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 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 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/3) to (2/5), 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 (1/6) cost is 5
Calculating cost to destination (2/5) cost is 3
Calculating cost to destination (2/7) cost is 7
Calculating cost to destination (2/7) cost is 7
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (3/8) cost is 9
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (6/6) cost is 10
found 10 valid attack positions, closest at (2/5) (dist: 3), 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 Geist 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)

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 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)

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
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 Zombie 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: Zombie) 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 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 Geist 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 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)

BC.VisualBlock 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: Ilgar) 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 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: Luna) 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 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno 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 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 (1/6) cost is 7
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (3/8) cost is 7
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 (6/6) cost is 8
found 9 valid attack positions, closest at (4/6) (dist: 4), 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 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 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(2/6) / Dist4 / 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 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 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: Mumie) 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 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 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: Mumie) 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 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 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 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 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
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 Geist on Position 2Adding Char Ilgar 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 Mumie on Position 0Adding Char Zombie 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 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 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)

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)

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 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 Geist 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 Geist 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 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 (1/6) cost is 7
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (3/8) cost is 7
Calculating cost to destination (4/6) cost is 6
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (5/7) cost is 4
found 8 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 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 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 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 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 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 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 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)

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 (4/6) 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 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/6) cost is 6
Calculating cost to destination (2/7) cost is 6
Calculating cost to destination (2/7) cost is 6
Calculating cost to destination (4/7) cost is 2
Calculating cost to destination (3/8) cost is 4
Calculating cost to destination (4/6) cost is 1
Calculating cost to destination (5/7) cost is 3
found 7 valid attack positions, closest at (4/6) (dist: 1), 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 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 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 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(2/6) / Dist4 / 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)

AILog: Target Mumie 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 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: Mumie) 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 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 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 (7/6) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija 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 (1/6) cost is 9
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (3/8) cost is 7
Calculating cost to destination (5/7) cost is 4
found 6 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 Frija 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 Frija 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 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.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)

runEffExpMumie: 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 Mumie: Removing durable effect fumble_falldown
 
(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 Mumie 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 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: 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 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 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 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 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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 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: 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 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 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(2/6) / Dist4 / 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 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: Mumie) 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 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 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 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 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 Mumie 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: 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 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.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/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 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 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 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 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(2/6) / Dist4 / 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)

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 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 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)

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 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 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 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 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: Mumie) 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 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)

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 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 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: 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 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 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.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 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 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)

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 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 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 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 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 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 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 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.VisualGetHit blockHitDie
 
(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)

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 Luna 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: 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 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(2/6) / Dist4 / 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 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/5) to (2/4), 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 (1/6) cost is 7
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (2/7) cost is 9
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (3/8) cost is 9
found 5 valid attack positions, closest at (1/6) (dist: 7), 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 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: Mumie) 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 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
Queue done, rerolling

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

bcb for NPC Heshthot(battle/heshthot): 
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)

bcb for NPC Heshthot(battle/heshthot): 
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 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 Heshthot on Position 1Adding Char Heshthot on Position 2Adding Char Zombie 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)

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

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Heshthot on Position 1Adding Char Heshthot on Position 2Adding Char Zombie 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: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 14, current BP 8
Grounded 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)

