The project is moving forward again. I’ve experienced some covid-related life events over the last couple months that have made it difficult to find time to work on modding. However, expect another release before Christmas with several new features like character voice clips in combat and in dialogue, toggle-able turnwheel (normal difficulty only), and new chapters that cover the first parts of a hybrid Eliwood-Hector unified story.
Also included in the upcoming Christmas update will be this custom Marcus battle animation:
I’m not terribly experienced making these custom animations and thus they take me frickin’ forever. Sheesh.
Looking nice.
Something Cool I thought of a while back (but never did anything with) was making a custom shield for each faction a Paladin could belong too.
Black Fang Paladin shields would look different from Paladin serving Bern or Ostia.
That’s a really good idea. I will put that on my list of possible future additions. Thanks.
It just always pestered me that Bern troops and Black Fang troops used the exact same colors and everything, Bern should be the standard enemy reds, while the Black Fang dark greys and purples.
Ohmygosh I love that. Put it in the repo!
I would be happy to once the next version of FE7Lex is released. However, it’s in LT format and would need someone to convert it back. Also there would be the issue of downsizing it to 16 colors. If someone wants to put in the time, I’d be game though.
If Lex Talonis starts getting used more, maybe we could have a Lex Talonis repo in addition to the stuff that’s GBAFE-usable
I’ve released the New Year’s update for FE7Lex! The main post has been revised with the download link and information on some of the new features.
Restarted Chapter 10 (Hard) and the game crashed (I think it was a t the point I pressed ‘A’ on the map:
11206 INFO: main: *** Lex Talionis Engine Version 0.9.4.5 ***
11222 DEBUG: Engine: Frame took too long! 11218 ms
11249 INFO: Engine: Music: Fade in ./Audio/music/Fire Emblem Theme.ogg
11249 INFO: Engine: Music: New Song ./Audio/music/Fire Emblem Theme.ogg
11249 INFO: Engine: Music: Next Song ./Audio/music/Fire Emblem Theme.ogg
11249 DEBUG: StateMachine: Temp State: ['transition_in']
11252 DEBUG: main: Current states ['start_start', 'transition_in']
11389 DEBUG: StateMachine: Temp State: ['pop']
11404 DEBUG: main: Current states ['start_start']
11628 DEBUG: Engine: Music: Actual Fade in!
14855 DEBUG: StateMachine: Temp State: ['start_option', 'transition_out']
14871 DEBUG: main: Current states ['start_start', 'start_option', 'transition_out']
15029 DEBUG: StateMachine: Temp State: ['pop']
15042 DEBUG: main: Current states ['start_start', 'start_option']
15043 DEBUG: StateMachine: Temp State: ['transition_in']
15060 DEBUG: main: Current states ['start_start', 'start_option', 'transition_in']
15198 DEBUG: StateMachine: Temp State: ['pop']
15213 DEBUG: main: Current states ['start_start', 'start_option']
16641 DEBUG: StateMachine: Temp State: ['start_start', 'transition_out']
16656 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'transition_out']
16814 DEBUG: StateMachine: Temp State: ['pop']
16824 DEBUG: main: Current states ['start_start', 'start_option', 'start_start']
16834 INFO: Engine: Music: Fade in ./Audio/music/Fire Emblem Theme.ogg
16834 INFO: Engine: Music: Already Present
16835 DEBUG: StateMachine: Temp State: ['transition_in']
16840 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'transition_in']
16978 DEBUG: StateMachine: Temp State: ['pop']
16992 DEBUG: main: Current states ['start_start', 'start_option', 'start_start']
18150 DEBUG: StateMachine: Temp State: ['start_option', 'transition_out']
18166 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'start_option', 'transition_out']
18324 DEBUG: StateMachine: Temp State: ['pop']
18338 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'start_option']
18338 DEBUG: StateMachine: Temp State: ['transition_in']
18356 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'start_option', 'transition_in']
18497 DEBUG: StateMachine: Temp State: ['pop']
18510 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'start_option']
21494 DEBUG: StateMachine: Temp State: ['start_restart']
21511 DEBUG: main: Current states ['start_start', 'start_option', 'start_start', 'start_option', 'start_restart']
23388 DEBUG: Transitions: Restarting Level...
23488 INFO: GameStateObj: Load
23492 INFO: UnitObject: New AI Descriptor: None
23492 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23493 INFO: UnitObject: New AI Descriptor: None
23493 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23493 INFO: UnitObject: New AI Descriptor: None
23493 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23494 INFO: UnitObject: New AI Descriptor: None
23494 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23495 INFO: UnitObject: New AI Descriptor: None
23495 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23495 INFO: UnitObject: New AI Descriptor: None
23495 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23496 INFO: UnitObject: New AI Descriptor: None
23496 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23496 INFO: UnitObject: New AI Descriptor: None
23497 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23497 INFO: UnitObject: New AI Descriptor: None
23498 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23498 INFO: UnitObject: New AI Descriptor: None
23498 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23499 INFO: UnitObject: New AI Descriptor: None
23499 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23499 INFO: UnitObject: New AI Descriptor: None
23499 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23500 INFO: UnitObject: New AI Descriptor: None
23500 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
23525 INFO: GameStateObj: Creating map...
23529 INFO: TileObject: Parsing tile info at Data/Level11/tileInfo.txt
23531 DEBUG: TileObject: Parsing tile info line: 1,1:Formation=0
23531 DEBUG: TileObject: Parsing tile info line: 5,13:Status=tile_Regeneration
23531 INFO: GameStateObj: Registering status tile_Regeneration as 230
23531 DEBUG: TileObject: Parsing tile info line: 6,14:Status=tile_Regeneration
23532 INFO: GameStateObj: Registering status tile_Regeneration as 231
23532 DEBUG: TileObject: Parsing tile info line: 5,16:Status=tile_Regeneration
23532 INFO: GameStateObj: Registering status tile_Regeneration as 232
23532 DEBUG: TileObject: Parsing tile info line: 2,16:Status=tile_Regeneration;Lord_Seize=Gate
23532 INFO: GameStateObj: Registering status tile_Regeneration as 233
23533 DEBUG: TileObject: Parsing tile info line: 11,15:Shop=Heal,Lightning,Fire,Thunder,Vulnerary
23533 DEBUG: TileObject: Parsing tile info line: 12,15:Shop=Armorslayer,Heavy Spear,Hammer,Steel Bow
23533 DEBUG: TileObject: Parsing tile info line: 3,1:Village=House_1
23533 DEBUG: TileObject: Parsing tile info line: 16,2:Village=House_2
23533 DEBUG: TileObject: Parsing tile info line: 13,16:Village=House_3
23533 DEBUG: TileObject: Parsing tile info line: 15,12:Village=Village;Destructible=Village
23533 DEBUG: TileObject: Parsing tile info line: 7,16:Destructible=Snag_2;HP=20
23534 DEBUG: TileObject: Parsing tile info line: 16,15:Destructible=Snag_1;HP=20
23534 DEBUG: TileObject: Parsing tile info line: 4,5:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 3,4:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 5,4:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 6,3:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 2,3:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 2,2:Formation=0
23534 DEBUG: TileObject: Parsing tile info line: 3,2:Formation=0
23535 DEBUG: TileObject: Parsing tile info line: 1,2:Formation=0
23535 DEBUG: TileObject: Parsing tile info line: 4,1:Formation=0
23535 DEBUG: TileObject: Parsing tile info line: 5,2:Formation=0
23535 DEBUG: TileObject: Parsing tile info line: 6,1:Formation=0
23757 INFO: GameStateObj: Done creating map...
23772 INFO: GameStateObj: Generic
23783 INFO: TileObject: Parsing tile info at Data/Level11/tileInfo.txt
23785 DEBUG: TileObject: Parsing tile info line: 1,1:Formation=0
23785 DEBUG: TileObject: Parsing tile info line: 5,13:Status=tile_Regeneration
23786 INFO: GameStateObj: Registering status tile_Regeneration as 234
23786 DEBUG: TileObject: Parsing tile info line: 6,14:Status=tile_Regeneration
23786 INFO: GameStateObj: Registering status tile_Regeneration as 235
23786 DEBUG: TileObject: Parsing tile info line: 5,16:Status=tile_Regeneration
23786 INFO: GameStateObj: Registering status tile_Regeneration as 236
23786 DEBUG: TileObject: Parsing tile info line: 2,16:Status=tile_Regeneration;Lord_Seize=Gate
23786 INFO: GameStateObj: Registering status tile_Regeneration as 237
23786 DEBUG: TileObject: Parsing tile info line: 11,15:Shop=Heal,Lightning,Fire,Thunder,Vulnerary
23786 DEBUG: TileObject: Parsing tile info line: 12,15:Shop=Armorslayer,Heavy Spear,Hammer,Steel Bow
23786 DEBUG: TileObject: Parsing tile info line: 3,1:Village=House_1
23786 DEBUG: TileObject: Parsing tile info line: 16,2:Village=House_2
23787 DEBUG: TileObject: Parsing tile info line: 13,16:Village=House_3
23787 DEBUG: TileObject: Parsing tile info line: 15,12:Village=Village;Destructible=Village
23787 DEBUG: TileObject: Parsing tile info line: 7,16:Destructible=Snag_2;HP=20
23787 DEBUG: TileObject: Parsing tile info line: 16,15:Destructible=Snag_1;HP=20
23787 DEBUG: TileObject: Parsing tile info line: 4,5:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 3,4:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 5,4:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 6,3:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 2,3:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 2,2:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 3,2:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 1,2:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 4,1:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 5,2:Formation=0
23787 DEBUG: TileObject: Parsing tile info line: 6,1:Formation=0
24018 INFO: SaveLoad: Reading unit line ['faction', 'Caelin', 'Caelin', 'Bandit', 'Soldiers of Caelin, deep in the Lycian League.']
24018 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Lyn', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Kent', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Sain', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Florina', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Wil', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Dorcas', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Serra', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Erk', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Rath', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Matthew', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Nils', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Lucius', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['player', '1', '0', 'Wallace', 'None', 'None']
24019 INFO: SaveLoad: Reading unit line ['enemy', '0', '0', 'Lundgren', '2,16', 'HardGuard']
24020 DEBUG: SaveLoad: Lundgren's stats: OrderedDict([('HP', 36), ('STR', 13), ('MAG', 3), ('SKL', 8), ('SPD', 6), ('LCK', 6), ('DEF', 14), ('RES', 8), ('CON', 15), ('MOV', 0)])
24020 INFO: UnitObject: New AI Descriptor: HardGuard
24020 DEBUG: AI_fsm: AI Change. From 0 0 to 2 0
24020 DEBUG: UnitObject: Inserting Silver Lance to Lundgren items at index 0.
24021 DEBUG: UnitObject: Inserting Javelin to Lundgren items at index 1.
24021 DEBUG: SaveLoad: Class Skills []
24021 INFO: SaveLoad: Reading unit line ['enemy', '0', '0', 'Knight', '3', 'Iron Lance', '2,17', 'SoftGuard', 'Caelin']
24021 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 19), ('STR', 8), ('MAG', 3), ('SKL', 2), ('SPD', 1), ('LCK', 2), ('DEF', 10), ('RES', 1), ('CON', 13), ('MOV', 4)])
24021 INFO: UnitObject: New AI Descriptor: SoftGuard
24021 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24022 DEBUG: UnitObject: Inserting Iron Lance to Caelin items at index 0.
24022 DEBUG: SaveLoad: Class Skills []
24022 INFO: SaveLoad: Reading unit line ['other', '0', 'Tactician_1', 'Tactician', '1', '', 'None', 'None', 'Caelin']
24022 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 10), ('STR', 0), ('MAG', 1), ('SKL', 2), ('SPD', 3), ('LCK', 0), ('DEF', 1), ('RES', 2), ('CON', 4), ('MOV', 5)])
24022 INFO: UnitObject: New AI Descriptor: None
24022 DEBUG: AI_fsm: AI Change. From 0 0 to 0 0
24023 DEBUG: SaveLoad: Class Skills []
24023 INFO: SaveLoad: Reading unit line ['mode', 'Hard,Lunatic']
24023 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Archer_4', 'Archer', '3', 'Longbow', 'None', 'SoftGuard', 'Caelin']
24023 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 20), ('STR', 6), ('MAG', 2), ('SKL', 6), ('SPD', 5), ('LCK', 3), ('DEF', 4), ('RES', 2), ('CON', 7), ('MOV', 5)])
24023 INFO: UnitObject: New AI Descriptor: SoftGuard
24023 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24024 DEBUG: UnitObject: Inserting Longbow to Caelin items at index 0.
24024 DEBUG: SaveLoad: Class Skills []
24024 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Archer_5', 'Archer', '3', 'Longbow', 'None', 'SoftGuard', 'Caelin']
24024 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 9), ('MAG', 2), ('SKL', 5), ('SPD', 7), ('LCK', 3), ('DEF', 3), ('RES', 0), ('CON', 7), ('MOV', 5)])
24024 INFO: UnitObject: New AI Descriptor: SoftGuard
24024 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24024 DEBUG: UnitObject: Inserting Longbow to Caelin items at index 0.
24024 DEBUG: SaveLoad: Class Skills []
24025 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Cavalier_4', 'Cavalier', '2', 'Iron Sword,Javelin', 'None', 'Pursue', 'Caelin']
24025 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 21), ('STR', 6), ('MAG', 4), ('SKL', 4), ('SPD', 8), ('LCK', 1), ('DEF', 7), ('RES', 1), ('CON', 9), ('MOV', 7)])
24025 INFO: UnitObject: New AI Descriptor: Pursue
24025 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24025 DEBUG: UnitObject: Inserting Iron Sword to Caelin items at index 0.
24025 DEBUG: UnitObject: Inserting Javelin to Caelin items at index 1.
24025 DEBUG: SaveLoad: Class Skills ['Canto']
24026 INFO: GameStateObj: Registering status Canto as 238
24026 INFO: Action: Adding Status Canto to Caelin at None
24026 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Cavalier_5', 'Cavalier', '2', 'Iron Sword,Javelin', 'None', 'Pursue', 'Caelin']
24026 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 9), ('MAG', 3), ('SKL', 4), ('SPD', 6), ('LCK', 1), ('DEF', 6), ('RES', 0), ('CON', 9), ('MOV', 7)])
24026 INFO: UnitObject: New AI Descriptor: Pursue
24026 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24027 DEBUG: UnitObject: Inserting Iron Sword to Caelin items at index 0.
24027 DEBUG: UnitObject: Inserting Javelin to Caelin items at index 1.
24027 DEBUG: SaveLoad: Class Skills ['Canto']
24027 INFO: GameStateObj: Registering status Canto as 239
24027 INFO: Action: Adding Status Canto to Caelin at None
24027 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Soldier_2', 'Soldier', '3', 'Horseslayer', 'None', 'Pursue', 'Caelin']
24027 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 23), ('STR', 7), ('MAG', 1), ('SKL', 1), ('SPD', 3), ('LCK', 3), ('DEF', 2), ('RES', 0), ('CON', 6), ('MOV', 5)])
24028 INFO: UnitObject: New AI Descriptor: Pursue
24028 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24028 DEBUG: UnitObject: Inserting Horseslayer to Caelin items at index 0.
24028 DEBUG: SaveLoad: Class Skills []
24028 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Soldier_3', 'Soldier', '3', 'Axereaver', 'None', 'Pursue', 'Caelin']
24028 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 6), ('MAG', 2), ('SKL', 2), ('SPD', 3), ('LCK', 1), ('DEF', 1), ('RES', 1), ('CON', 6), ('MOV', 5)])
24028 INFO: UnitObject: New AI Descriptor: Pursue
24028 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24029 DEBUG: UnitObject: Inserting Axereaver to Caelin items at index 0.
24029 DEBUG: SaveLoad: Class Skills []
24029 INFO: SaveLoad: Reading unit line ['mode', 'Normal,Hard,Lunatic']
24029 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Brigand_1', 'Brigand', '2', 'Iron Axe', 'None', 'PursueVillage', 'Caelin']
24029 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 23), ('STR', 8), ('MAG', 2), ('SKL', 4), ('SPD', 7), ('LCK', 1), ('DEF', 4), ('RES', 1), ('CON', 12), ('MOV', 5)])
24029 INFO: UnitObject: New AI Descriptor: PursueVillage
24029 DEBUG: AI_fsm: AI Change. From 0 0 to 19 10
24030 DEBUG: UnitObject: Inserting Iron Axe to Caelin items at index 0.
24030 DEBUG: SaveLoad: Class Skills []
24030 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Soldier_1', 'Soldier', '3', 'Iron Lance', 'None', 'Pursue', 'Caelin']
24030 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 24), ('STR', 7), ('MAG', 2), ('SKL', 3), ('SPD', 1), ('LCK', 2), ('DEF', 1), ('RES', 1), ('CON', 6), ('MOV', 5)])
24030 INFO: UnitObject: New AI Descriptor: Pursue
24030 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24031 DEBUG: UnitObject: Inserting Iron Lance to Caelin items at index 0.
24031 DEBUG: SaveLoad: Class Skills []
24031 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Mage_1', 'Mage', '1', 'Fire', 'None', 'SoftGuard', 'Caelin']
24031 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 18), ('STR', 1), ('MAG', 4), ('SKL', 4), ('SPD', 5), ('LCK', 1), ('DEF', 3), ('RES', 5), ('CON', 6), ('MOV', 5)])
24031 INFO: UnitObject: New AI Descriptor: SoftGuard
24031 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24031 DEBUG: UnitObject: Inserting Fire to Caelin items at index 0.
24031 DEBUG: SaveLoad: Class Skills []
24032 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Shaman_1', 'Shaman', '3', 'Flux', 'None', 'SoftGuard', 'Caelin']
24032 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 18), ('STR', 3), ('MAG', 5), ('SKL', 4), ('SPD', 5), ('LCK', 3), ('DEF', 2), ('RES', 6), ('CON', 7), ('MOV', 5)])
24032 INFO: UnitObject: New AI Descriptor: SoftGuard
24032 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24032 DEBUG: UnitObject: Inserting Flux to Caelin items at index 0.
24032 DEBUG: SaveLoad: Class Skills []
24032 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Archer_1', 'Archer', '3', 'Iron Bow', 'None', 'Pursue', 'Caelin']
24033 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 21), ('STR', 6), ('MAG', 4), ('SKL', 5), ('SPD', 6), ('LCK', 2), ('DEF', 4), ('RES', 2), ('CON', 7), ('MOV', 5)])
24033 INFO: UnitObject: New AI Descriptor: Pursue
24033 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24033 DEBUG: UnitObject: Inserting Iron Bow to Caelin items at index 0.
24033 DEBUG: SaveLoad: Class Skills []
24033 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Archer_2', 'Archer', '3', 'Iron Bow', 'None', 'Pursue', 'Caelin']
24033 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 8), ('MAG', 1), ('SKL', 5), ('SPD', 3), ('LCK', 2), ('DEF', 4), ('RES', 2), ('CON', 7), ('MOV', 5)])
24033 INFO: UnitObject: New AI Descriptor: Pursue
24033 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24034 DEBUG: UnitObject: Inserting Iron Bow to Caelin items at index 0.
24034 DEBUG: SaveLoad: Class Skills []
24034 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Archer_3', 'Archer', '3', 'Iron Bow', 'None', 'Pursue', 'Caelin']
24034 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 21), ('STR', 8), ('MAG', 3), ('SKL', 6), ('SPD', 4), ('LCK', 3), ('DEF', 3), ('RES', 1), ('CON', 7), ('MOV', 5)])
24034 INFO: UnitObject: New AI Descriptor: Pursue
24034 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24034 DEBUG: UnitObject: Inserting Iron Bow to Caelin items at index 0.
24034 DEBUG: SaveLoad: Class Skills []
24034 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Mercenary_1', 'Mercenary', '2', 'Iron Sword', 'None', 'Pursue', 'Caelin']
24035 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 20), ('STR', 6), ('MAG', 2), ('SKL', 10), ('SPD', 10), ('LCK', 1), ('DEF', 6), ('RES', 3), ('CON', 9), ('MOV', 5)])
24035 INFO: UnitObject: New AI Descriptor: Pursue
24035 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24035 DEBUG: UnitObject: Inserting Iron Sword to Caelin items at index 0.
24035 DEBUG: SaveLoad: Class Skills []
24035 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Mercenary_2', 'Mercenary', '2', 'Iron Sword', 'None', 'SoftGuard', 'Caelin']
24035 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 20), ('STR', 7), ('MAG', 2), ('SKL', 10), ('SPD', 9), ('LCK', 1), ('DEF', 4), ('RES', 2), ('CON', 9), ('MOV', 5)])
24036 INFO: UnitObject: New AI Descriptor: SoftGuard
24036 DEBUG: AI_fsm: AI Change. From 0 0 to 3 0
24036 DEBUG: UnitObject: Inserting Iron Sword to Caelin items at index 0.
24036 DEBUG: SaveLoad: Class Skills []
24036 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Cavalier_1', 'Cavalier', '1', 'Iron Lance', 'None', 'Pursue', 'Caelin']
24036 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 21), ('STR', 8), ('MAG', 2), ('SKL', 2), ('SPD', 6), ('LCK', 2), ('DEF', 7), ('RES', 1), ('CON', 9), ('MOV', 7)])
24036 INFO: UnitObject: New AI Descriptor: Pursue
24036 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24036 DEBUG: UnitObject: Inserting Iron Lance to Caelin items at index 0.
24037 DEBUG: SaveLoad: Class Skills ['Canto']
24037 INFO: GameStateObj: Registering status Canto as 240
24037 INFO: Action: Adding Status Canto to Caelin at None
24037 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Cavalier_2', 'Cavalier', '1', 'Iron Lance', 'None', 'Pursue', 'Caelin']
24037 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 6), ('MAG', 2), ('SKL', 3), ('SPD', 6), ('LCK', 1), ('DEF', 6), ('RES', 1), ('CON', 9), ('MOV', 7)])
24037 INFO: UnitObject: New AI Descriptor: Pursue
24037 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24037 DEBUG: UnitObject: Inserting Iron Lance to Caelin items at index 0.
24037 DEBUG: SaveLoad: Class Skills ['Canto']
24038 INFO: GameStateObj: Registering status Canto as 241
24038 INFO: Action: Adding Status Canto to Caelin at None
24038 INFO: SaveLoad: Reading unit line ['enemy', '0', 'Cavalier_3', 'Cavalier', '1', 'Iron Lance', 'None', 'Pursue', 'Caelin']
24038 DEBUG: SaveLoad: Caelin's stats: OrderedDict([('HP', 22), ('STR', 8), ('MAG', 3), ('SKL', 3), ('SPD', 7), ('LCK', 0), ('DEF', 7), ('RES', 0), ('CON', 9), ('MOV', 7)])
24038 INFO: UnitObject: New AI Descriptor: Pursue
24038 DEBUG: AI_fsm: AI Change. From 0 0 to 3 1
24038 DEBUG: UnitObject: Inserting Iron Lance to Caelin items at index 0.
24038 DEBUG: SaveLoad: Class Skills ['Canto']
24038 INFO: GameStateObj: Registering status Canto as 242
24039 INFO: Action: Adding Status Canto to Caelin at None
24039 INFO: GameStateObj: Start
24039 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58141E08> Lundgren (2, 16)
24039 INFO: Action: Adding Status tile_Regeneration to Lundgren at (2, 16)
24039 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58146508> Caelin (2, 17)
24039 INFO: GameStateObj: Generic
24040 DEBUG: StateMachine: Temp State: ['start_wait']
24047 DEBUG: StateMachine: StateMachine took too long: start_restart Begin: 0, Input: 655, Update: 0, Draw: 5, End: 0
24049 DEBUG: main: Current states ['turn_change', 'start_wait']
24049 DEBUG: Engine: Frame took too long! 662 ms
24813 DEBUG: StateMachine: Temp State: ['transition_pop']
24826 DEBUG: main: Current states ['turn_change', 'start_wait', 'transition_pop']
24985 DEBUG: StateMachine: Temp State: ['pop', 'pop']
24998 DEBUG: main: Current states ['turn_change']
24998 INFO: Turnwheel: Add Action 0: ChangePhase
24998 INFO: Turnwheel: Add Action 1: IncrementTurn
25005 DEBUG: StateMachine: Temp State: ['pop', 'free', 'status', 'phase_change', 'dialogue', 'prep_main', 'dialogue', 'chapter_transition', 'dialogue']
25005 INFO: GeneralStates: Begin Dialogue State
25005 DEBUG: Dialogue: Dialogue Current State: Processing
25005 INFO: Dialogue: Script line to parse: ['b', 'BlackBackground']
25005 INFO: Dialogue: Script line to parse: ['t', '1']
25015 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'dialogue', 'chapter_transition', 'dialogue']
25015 DEBUG: Dialogue: Dialogue Current State: Transitioning
25339 DEBUG: Dialogue: Dialogue Current State: Processing
25339 INFO: Dialogue: Script line to parse: ['mf']
25339 DEBUG: Dialogue: Fade out music
25339 INFO: Engine: Music: Fade back
25340 INFO: Dialogue: Script line to parse: ['m', 'A Hint of Things to Come']
25340 DEBUG: Dialogue: Fade in A Hint of Things to Come
25340 INFO: Engine: Music: Fade in ./Audio/music/A Hint of Things to Come.ogg
25340 INFO: Engine: Music: New Song ./Audio/music/A Hint of Things to Come.ogg
25340 INFO: Engine: Music: Next Song ./Audio/music/A Hint of Things to Come.ogg
25340 INFO: Dialogue: Script line to parse: ['b', 'WorldMap', 'map']
25340 INFO: Dialogue: Script line to parse: ['wm_qpan', '295,280']
25340 INFO: Dialogue: Script line to parse: ['wm_marker', 'wm_blue_marker', '433,330']
25341 INFO: Dialogue: Script line to parse: ['wm_load', 'Lyn', '428,320']
25341 INFO: Dialogue: Script line to parse: ['u', 'Eagler', '137', '31', 'OpenEyes']
25356 DEBUG: Dialogue: Dialogue Current State: Waiting
25628 DEBUG: Dialogue: Dialogue Current State: Processing
25628 INFO: Dialogue: Script line to parse: ['t', '2']
25646 DEBUG: Dialogue: Dialogue Current State: Transitioning
25752 DEBUG: Engine: Music: Actual Fade in!
25769 DEBUG: Engine: Music: Fade Catch Event
25970 DEBUG: Dialogue: Dialogue Current State: Processing
25970 INFO: Dialogue: Script line to parse: ['s', 'Narrator', 'General Eagler has been defeated.{w}', 'auto', 'narration', 'hold']
25987 DEBUG: Dialogue: Dialogue Current State: Displaying
28338 DEBUG: Dialogue: Dialogue Current State: Processing
28338 INFO: Dialogue: Script line to parse: ['r', 'Eagler']
28355 DEBUG: Dialogue: Dialogue Current State: Waiting
28609 DEBUG: Dialogue: Dialogue Current State: Processing
28609 INFO: Dialogue: Script line to parse: ['wm_move', 'Lyn', '-15,3']
28609 INFO: Dialogue: Script line to parse: ['wm_marker', 'wm_red_marker', '406,333']
28609 INFO: Dialogue: Script line to parse: ['wm_load', 'Lundgren', '400,324']
28610 INFO: Dialogue: Script line to parse: ['music_clear']
28610 DEBUG: Dialogue: Clear music stack
28610 INFO: Dialogue: Script line to parse: ['r', 'Lyn', 'Lundgren']
28610 DEBUG: GeneralStates: Ending dialogue state
28610 INFO: GeneralStates: Repeat Dialogue State!
28610 DEBUG: StateMachine: Temp State: ['pop']
28610 INFO: Engine: Music: Fade in ./Audio/music/Chapter Sound.ogg
28610 INFO: Engine: Music: New Song ./Audio/music/Chapter Sound.ogg
28610 INFO: Engine: Music: Next Song ./Audio/music/Chapter Sound.ogg
28625 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'dialogue', 'Ch. 10: The Distant Plains']
29014 DEBUG: Engine: Music: Actual Fade in!
36984 INFO: Engine: Music: Fade back
37392 DEBUG: Engine: Music: Actual Fade in!
37429 DEBUG: Engine: Music: Song End Event
38217 DEBUG: StateMachine: Temp State: ['pop']
38232 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'dialogue']
38232 INFO: GeneralStates: Begin Dialogue State
38232 DEBUG: Dialogue: Dialogue Current State: Processing
38233 INFO: Dialogue: Script line to parse: ['layer_tile_sprite', '0', '14,10', 'DestroyedVillage']
38233 INFO: Turnwheel: Add Action 2: LayerTileSprite
38233 INFO: Dialogue: Script line to parse: ['layer_terrain', '0', '14,10', 'DestroyedVillageTerrain']
38234 INFO: Turnwheel: Add Action 3: LayerTerrain
38234 INFO: Dialogue: Script line to parse: ['layer_tile_sprite', '1', '16,15', 'DestroyedSnag1']
38234 INFO: Turnwheel: Add Action 4: LayerTileSprite
38234 INFO: Dialogue: Script line to parse: ['layer_terrain', '1', '16,15', 'DestroyedSnag1Terrain']
38234 INFO: Turnwheel: Add Action 5: LayerTerrain
38234 INFO: Dialogue: Script line to parse: ['layer_tile_sprite', '2', '6,16', 'DestroyedSnag2']
38235 INFO: Turnwheel: Add Action 6: LayerTileSprite
38235 INFO: Dialogue: Script line to parse: ['layer_terrain', '2', '6,16', 'DestroyedSnag2Terrain']
38235 INFO: Turnwheel: Add Action 7: LayerTerrain
38235 INFO: Dialogue: Script line to parse: ['m', 'Companions']
38235 DEBUG: Dialogue: Fade in Companions
38235 INFO: Engine: Music: Fade in ./Audio/music/Companions.ogg
38235 INFO: Engine: Music: New Song ./Audio/music/Companions.ogg
38236 INFO: Engine: Music: Next Song ./Audio/music/Companions.ogg
38236 INFO: Dialogue: Script line to parse: ['add_unit', 'Lyn', '1,2']
38236 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (1, 2)
38236 INFO: Turnwheel: Add Action 8: FadeIn
38236 INFO: Dialogue: Script line to parse: ['add_unit', 'Florina', '1,3']
38236 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B2E48> Florina (1, 3)
38237 INFO: Turnwheel: Add Action 9: FadeIn
38237 INFO: Dialogue: Script line to parse: ['add_unit', 'Kent', '1,1']
38237 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
38237 INFO: Turnwheel: Add Action 10: FadeIn
38237 INFO: Dialogue: Script line to parse: ['add_unit', 'Sain', '2,2']
38237 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (2, 2)
38238 INFO: Turnwheel: Add Action 11: FadeIn
38238 INFO: Dialogue: Script line to parse: ['add_unit', 'Wil', '2,1']
38238 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B6F48> Wil (2, 1)
38238 INFO: Turnwheel: Add Action 12: FadeIn
38238 INFO: Dialogue: Script line to parse: ['add_unit', 'Nils', '3,2']
38238 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581C3948> Nils (3, 2)
38238 INFO: Turnwheel: Add Action 13: FadeIn
38239 INFO: Dialogue: Script line to parse: ['add_unit', 'Matthew', '3,3']
38239 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B7DC8> Matthew (3, 3)
38239 INFO: Turnwheel: Add Action 14: FadeIn
38239 INFO: Dialogue: Script line to parse: ['add_unit', 'Tactician_1', '0,2']
38239 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582C48C8> Caelin (0, 2)
38240 INFO: Turnwheel: Add Action 15: FadeIn
38240 INFO: Dialogue: Script line to parse: ['t', '2']
38250 DEBUG: Dialogue: Dialogue Current State: Transitioning
38571 DEBUG: Dialogue: Dialogue Current State: Processing
38571 INFO: Dialogue: Script line to parse: ['set_cursor', '1,2', 'immediate']
38571 DEBUG: Cursor: Cursor new position (1, 2)
38572 INFO: Dialogue: Script line to parse: ['disp_cursor', '1']
38572 INFO: Dialogue: Script line to parse: ['wait', '1000']
38588 DEBUG: Dialogue: Dialogue Current State: Waiting
38640 DEBUG: Engine: Music: Actual Fade in!
39589 DEBUG: Dialogue: Dialogue Current State: Processing
39589 INFO: Dialogue: Script line to parse: ['hide_cursor']
39589 INFO: Dialogue: Script line to parse: ['t', '1']
39606 DEBUG: Dialogue: Dialogue Current State: Transitioning
39930 DEBUG: Dialogue: Dialogue Current State: Processing
39930 INFO: Dialogue: Script line to parse: ['b', 'Forest_F']
39930 INFO: Dialogue: Script line to parse: ['u', 'Lyn', 'Right']
39947 DEBUG: Dialogue: Dialogue Current State: Waiting
40217 DEBUG: Dialogue: Dialogue Current State: Processing
40217 INFO: Dialogue: Script line to parse: ['u', 'Sain', 'FarLeft']
40234 DEBUG: Dialogue: Dialogue Current State: Waiting
40503 DEBUG: Dialogue: Dialogue Current State: Processing
40503 INFO: Dialogue: Script line to parse: ['u', 'Kent', 'MidLeft']
40520 DEBUG: Dialogue: Dialogue Current State: Waiting
40791 DEBUG: Dialogue: Dialogue Current State: Processing
40791 INFO: Dialogue: Script line to parse: ['t', '2']
40808 DEBUG: Dialogue: Dialogue Current State: Transitioning
41131 DEBUG: Dialogue: Dialogue Current State: Processing
41132 INFO: Dialogue: Script line to parse: ['s', 'Kent', 'Lady Lyndis, you should be able to see Castle Caelin once we{w}{br}pass these mountains.']
41148 DEBUG: Dialogue: Dialogue Current State: Displaying
42996 DEBUG: Dialogue: Dialogue Current State: Processing
42997 INFO: Dialogue: Script line to parse: ['set_expression', 'Lyn', 'CloseEyes']
42997 INFO: Dialogue: Script line to parse: ['sound', 'LynHmm']
42997 INFO: Dialogue: Script line to parse: ['s', 'Lyn', "Grandfather... I'll be with you soon."]
43013 DEBUG: Dialogue: Dialogue Current State: Displaying
43852 DEBUG: Dialogue: Dialogue Current State: Processing
43852 INFO: Dialogue: Script line to parse: ['sound', 'KentCrit1']
43852 INFO: Dialogue: Script line to parse: ['s', 'Kent', 'Everything rests on this next battle.']
43868 DEBUG: Dialogue: Dialogue Current State: Displaying
44686 DEBUG: Dialogue: Dialogue Current State: Processing
44686 INFO: Dialogue: Script line to parse: ['qr', 'Lyn']
44687 INFO: Dialogue: Script line to parse: ['r', 'Kent', 'Sain']
44702 DEBUG: Dialogue: Dialogue Current State: Waiting
44954 DEBUG: Dialogue: Dialogue Current State: Processing
44954 INFO: Dialogue: Script line to parse: ['qr', 'LynMad']
44955 INFO: Dialogue: Script line to parse: ['remove_unit', 'Florina']
44955 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B2E48> Florina (1, 3)
44955 INFO: Turnwheel: Add Action 16: LeaveMap
44955 INFO: Dialogue: Script line to parse: ['remove_unit', 'Kent']
44955 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
44955 INFO: Turnwheel: Add Action 17: LeaveMap
44955 INFO: Dialogue: Script line to parse: ['remove_unit', 'Sain']
44956 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (2, 2)
44956 INFO: Turnwheel: Add Action 18: LeaveMap
44956 INFO: Dialogue: Script line to parse: ['remove_unit', 'Wil']
44956 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B6F48> Wil (2, 1)
44956 INFO: Turnwheel: Add Action 19: LeaveMap
44956 INFO: Dialogue: Script line to parse: ['remove_unit', 'Nils']
44956 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581C3948> Nils (3, 2)
44957 INFO: Turnwheel: Add Action 20: LeaveMap
44957 INFO: Dialogue: Script line to parse: ['remove_unit', 'Matthew']
44957 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B7DC8> Matthew (3, 3)
44957 INFO: Turnwheel: Add Action 21: LeaveMap
44957 INFO: Dialogue: Script line to parse: ['remove_unit', 'Tactician_1']
44957 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF582C48C8> Caelin (0, 2)
44957 INFO: Turnwheel: Add Action 22: LeaveMap
44958 INFO: Dialogue: Script line to parse: ['move_unit', 'Lyn', '4,3', 'immediate']
44958 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (1, 2)
44958 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (4, 3)
44958 INFO: Turnwheel: Add Action 23: Teleport
44958 INFO: Dialogue: Script line to parse: ['add_unit', 'Brigand_1', '3,9']
44958 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582A4B88> Caelin (3, 9)
44959 INFO: Turnwheel: Add Action 24: ArriveOnMap
44959 INFO: Dialogue: Script line to parse: ['add_unit', 'Soldier_1', '14,3']
44959 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582A4E88> Caelin (14, 3)
44960 INFO: Turnwheel: Add Action 25: ArriveOnMap
44961 INFO: Dialogue: Script line to parse: ['add_unit', 'Mage_1', '15,2']
44961 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582A6388> Caelin (15, 2)
44962 INFO: Turnwheel: Add Action 26: ArriveOnMap
44962 INFO: Dialogue: Script line to parse: ['add_unit', 'Shaman_1', '15,14']
44962 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582A1708> Caelin (15, 14)
44963 INFO: Turnwheel: Add Action 27: ArriveOnMap
44963 INFO: Dialogue: Script line to parse: ['add_unit', 'Archer_1', '14,8']
44963 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582A0788> Caelin (14, 8)
44964 INFO: Turnwheel: Add Action 28: ArriveOnMap
44964 INFO: Dialogue: Script line to parse: ['add_unit', 'Archer_2', '7,13']
44965 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582D2B88> Caelin (7, 13)
44966 INFO: Turnwheel: Add Action 29: ArriveOnMap
44966 INFO: Dialogue: Script line to parse: ['add_unit', 'Archer_3', '16,4']
44966 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF582CB088> Caelin (16, 4)
44967 INFO: Turnwheel: Add Action 30: ArriveOnMap
44967 INFO: Dialogue: Script line to parse: ['add_unit', 'Mercenary_1', '8,9']
44967 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF593287C8> Caelin (8, 9)
44968 INFO: Turnwheel: Add Action 31: ArriveOnMap
44968 INFO: Dialogue: Script line to parse: ['add_unit', 'Mercenary_2', '9,10']
44969 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF5932AB48> Caelin (9, 10)
44969 INFO: Turnwheel: Add Action 32: ArriveOnMap
44970 INFO: Dialogue: Script line to parse: ['add_unit', 'Archer_4', '13,17']
44970 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58275848> Caelin (13, 17)
44971 INFO: Turnwheel: Add Action 33: ArriveOnMap
44971 INFO: Dialogue: Script line to parse: ['add_unit', 'Archer_5', '8,17']
44971 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF59338048> Caelin (8, 17)
44972 INFO: Turnwheel: Add Action 34: ArriveOnMap
44972 INFO: Dialogue: Script line to parse: ['remove_background']
44972 INFO: Dialogue: Script line to parse: ['r', 'LynFwd']
44972 INFO: Dialogue: Script line to parse: ['music_clear']
44972 DEBUG: Dialogue: Clear music stack
44972 DEBUG: GeneralStates: Ending dialogue state
44980 INFO: GeneralStates: Repeat Dialogue State!
44980 DEBUG: StateMachine: Temp State: ['pop']
44980 DEBUG: StateMachine: StateMachine took too long: dialogue Begin: 0, Input: 0, Update: 27, Draw: 0, End: 0
44980 INFO: Engine: Music: Fade in ./Audio/music/Prepare to Charge.ogg
44980 INFO: Engine: Music: New Song ./Audio/music/Prepare to Charge.ogg
44980 INFO: Engine: Music: Next Song ./Audio/music/Prepare to Charge.ogg
44981 DEBUG: Cursor: Cursor new position (4, 3)
44988 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main']
44988 DEBUG: Engine: Frame took too long! 34 ms
45360 DEBUG: Engine: Music: Actual Fade in!
45375 DEBUG: Engine: Music: Fade Catch Event
47492 DEBUG: StateMachine: Temp State: ['prep_pick_units', 'transition_out']
47507 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'prep_pick_units', 'transition_out']
47664 DEBUG: StateMachine: Temp State: ['pop']
47677 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'prep_pick_units']
47679 DEBUG: StateMachine: Temp State: ['transition_in']
47694 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'prep_pick_units', 'transition_in']
47836 DEBUG: StateMachine: Temp State: ['pop']
47847 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'prep_pick_units']
49043 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
49534 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (1, 2)
49975 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B2E48> Florina (2, 2)
53064 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581C4308> Wallace (2, 3)
53941 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581C47C8> Lucius (3, 2)
54282 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B7DC8> Matthew (3, 4)
54618 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581C3948> Nils (4, 1)
55128 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581BDB08> Rath (4, 5)
55575 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (1, 2)
56179 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (1, 2)
56709 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B9D88> Serra (5, 2)
57451 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B7E08> Dorcas (5, 4)
58130 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B6F48> Wil (6, 1)
59728 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B6F48> Wil (6, 1)
64241 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581C3948> Nils (4, 1)
64649 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581C3948> Nils (4, 1)
69681 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
70385 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
72582 DEBUG: StateMachine: Temp State: ['transition_pop']
72592 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'prep_pick_units', 'transition_pop']
72746 DEBUG: StateMachine: Temp State: ['pop', 'pop']
72759 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main']
72759 INFO: Engine: Music: Fade in ./Audio/music/Prepare to Charge.ogg
72759 INFO: Engine: Music: Already Present
72759 DEBUG: Cursor: Cursor new position (4, 3)
72759 DEBUG: StateMachine: Temp State: ['transition_in']
72776 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main', 'transition_in']
72913 DEBUG: StateMachine: Temp State: ['pop']
72928 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue', 'prep_main']
72928 INFO: Engine: Music: Fade in ./Audio/music/Prepare to Charge.ogg
72928 INFO: Engine: Music: Already Present
72928 DEBUG: Cursor: Cursor new position (4, 3)
76812 DEBUG: StateMachine: Temp State: ['pop']
76826 DEBUG: main: Current states ['free', 'status', 'phase_change', 'dialogue']
76826 INFO: GeneralStates: Begin Dialogue State
76826 DEBUG: Dialogue: Dialogue Current State: Processing
76827 INFO: Dialogue: Script line to parse: ['set_level_constant', 'LynVoice', '0']
76827 INFO: Turnwheel: Add Action 35: ChangeLevelConstant
76827 INFO: Dialogue: Script line to parse: ['set_level_constant', 'KentVoice', '0']
76827 INFO: Turnwheel: Add Action 36: ChangeLevelConstant
76828 INFO: Dialogue: Script line to parse: ['set_level_constant', 'SainVoice', '0']
76828 INFO: Turnwheel: Add Action 37: ChangeLevelConstant
76828 INFO: Dialogue: Script line to parse: ['set_level_constant', 'WilVoice', '0']
76828 INFO: Turnwheel: Add Action 38: ChangeLevelConstant
76828 INFO: Dialogue: Script line to parse: ['set_level_constant', 'FlorinaVoice', '0']
76828 INFO: Turnwheel: Add Action 39: ChangeLevelConstant
76828 INFO: Dialogue: Script line to parse: ['set_level_constant', 'DorcasVoice', '0']
76828 INFO: Turnwheel: Add Action 40: ChangeLevelConstant
76828 INFO: Dialogue: Script line to parse: ['set_level_constant', 'SerraVoice', '0']
76829 INFO: Turnwheel: Add Action 41: ChangeLevelConstant
76829 INFO: Dialogue: Script line to parse: ['set_level_constant', 'ErkVoice', '0']
76829 INFO: Turnwheel: Add Action 42: ChangeLevelConstant
76829 INFO: Dialogue: Script line to parse: ['set_level_constant', 'RathVoice', '0']
76829 INFO: Turnwheel: Add Action 43: ChangeLevelConstant
76829 INFO: Dialogue: Script line to parse: ['set_level_constant', 'MatthewVoice', '0']
76829 INFO: Turnwheel: Add Action 44: ChangeLevelConstant
76829 INFO: Dialogue: Script line to parse: ['set_level_constant', 'NilsVoice', '0']
76829 INFO: Turnwheel: Add Action 45: ChangeLevelConstant
76830 INFO: Dialogue: Script line to parse: ['set_level_constant', 'LuciusVoice', '0']
76830 INFO: Turnwheel: Add Action 46: ChangeLevelConstant
76830 INFO: Dialogue: Script line to parse: ['set_level_constant', 'WallaceVoice', '0']
76830 INFO: Turnwheel: Add Action 47: ChangeLevelConstant
76830 DEBUG: GeneralStates: Ending dialogue state
76830 INFO: GeneralStates: Repeat Dialogue State!
76830 DEBUG: StateMachine: Temp State: ['pop']
76830 DEBUG: GeneralStates: Saving as we enter player phase!
76858 INFO: SaveLoad: Saving to Saves/L11T1.p
76858 DEBUG: GeneralStates: Phase Start
76858 INFO: Turnwheel: Add Action 48: LockTurnwheel
76859 INFO: Turnwheel: Add Action 49: ResetAll
76859 DEBUG: Cursor: Cursor new position (4, 3)
76863 DEBUG: StateMachine: StateMachine took too long: phase_change Begin: 28, Input: 0, Update: 0, Draw: 5, End: 0
76865 DEBUG: main: Current states ['free', 'status', 'phase_change']
76865 DEBUG: Engine: Frame took too long! 39 ms
78202 DEBUG: GeneralStates: Phase End
78202 INFO: Engine: Music: Fade to Normal
78202 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
78202 INFO: Engine: Music: New Song ./Audio/music/Winds Across the Plains.ogg
78203 INFO: Engine: Music: Next Song ./Audio/music/Winds Across the Plains.ogg
78203 DEBUG: StateMachine: Temp State: ['pop']
78214 DEBUG: main: Current states ['free', 'status']
78214 INFO: StatusCatalog: Building Status_Processor: True player other
78248 INFO: Turnwheel: Add Action 50: MarkPhase
78250 DEBUG: StateMachine: Temp State: ['pop']
78266 DEBUG: main: Current states ['free']
78266 INFO: Engine: Music: Fade to Normal
78266 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
78266 INFO: Engine: Music: Already Present
78266 INFO: Turnwheel: *** First Free Action ***
78607 DEBUG: Engine: Music: Actual Fade in!
78625 DEBUG: Engine: Music: Fade Catch Event
79107 DEBUG: StateMachine: Temp State: ['move']
79118 DEBUG: main: Current states ['free', 'move']
79122 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
79135 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
79135 INFO: GeneralStates: Begin Dialogue State
79135 DEBUG: Dialogue: Dialogue Current State: Processing
79136 INFO: Dialogue: Script line to parse: ['set_level_constant', 'LynVoice', 'static_random.get_other(1, 8)']
79136 INFO: Turnwheel: Add Action 51: ChangeLevelConstant
79136 INFO: Dialogue: Script line to parse: ['sound', 'LynSelect5']
79138 DEBUG: GeneralStates: Ending dialogue state
79138 INFO: GeneralStates: Repeat Dialogue State!
79138 DEBUG: StateMachine: Temp State: ['pop']
79152 DEBUG: main: Current states ['free', 'move']
80685 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (4, 3)
80685 INFO: Turnwheel: Add Action 52: Move
80688 DEBUG: StateMachine: Temp State: ['menu', 'movement']
80702 DEBUG: main: Current states ['free', 'move', 'menu', 'movement']
80702 DEBUG: Cursor: Cursor new position (4, 3)
80770 DEBUG: Cursor: Cursor new position (5, 3)
80837 DEBUG: Cursor: Cursor new position (6, 3)
80905 DEBUG: Cursor: Cursor new position (6, 2)
80975 DEBUG: Cursor: Cursor new position (7, 2)
81043 DEBUG: Cursor: Cursor new position (8, 2)
81111 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (8, 2)
81111 INFO: Turnwheel: Add Action 53: MoveArrive
81111 DEBUG: StateMachine: Temp State: ['pop']
81112 DEBUG: Cursor: Cursor new position (8, 2)
81127 DEBUG: main: Current states ['free', 'move', 'menu']
82751 INFO: Turnwheel: Remove Action 53: MoveArrive
82751 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (8, 2)
82751 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (4, 3)
82751 INFO: Turnwheel: Remove Action 52: Move
82752 DEBUG: Cursor: Cursor new position (4, 3)
82754 DEBUG: StateMachine: Temp State: ['move']
82767 DEBUG: main: Current states ['free', 'move', 'menu', 'move']
82773 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
82784 DEBUG: main: Current states ['free', 'move', 'menu', 'move', 'transparent_dialogue']
82784 INFO: GeneralStates: Begin Dialogue State
82784 DEBUG: Dialogue: Dialogue Current State: Processing
82786 DEBUG: GeneralStates: Ending dialogue state
82787 INFO: GeneralStates: Repeat Dialogue State!
82787 DEBUG: StateMachine: Temp State: ['pop']
82801 DEBUG: main: Current states ['free', 'move', 'menu', 'move']
83278 DEBUG: StateMachine: Temp State: ['clear', 'free']
83291 DEBUG: main: Current states ['free']
83291 INFO: Engine: Music: Fade to Normal
83291 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
83291 INFO: Engine: Music: Already Present
89629 DEBUG: StateMachine: Temp State: ['move']
89642 DEBUG: main: Current states ['free', 'move']
89651 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
89659 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
89659 INFO: GeneralStates: Begin Dialogue State
89660 DEBUG: Dialogue: Dialogue Current State: Processing
89663 DEBUG: GeneralStates: Ending dialogue state
89663 INFO: GeneralStates: Repeat Dialogue State!
89663 DEBUG: StateMachine: Temp State: ['pop']
89675 DEBUG: main: Current states ['free', 'move']
91013 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (4, 3)
91013 INFO: Turnwheel: Add Action 52: Move
91016 DEBUG: StateMachine: Temp State: ['menu', 'movement']
91030 DEBUG: main: Current states ['free', 'move', 'menu', 'movement']
91030 DEBUG: Cursor: Cursor new position (4, 3)
91098 DEBUG: Cursor: Cursor new position (5, 3)
91167 DEBUG: Cursor: Cursor new position (6, 3)
91235 DEBUG: Cursor: Cursor new position (6, 2)
91305 DEBUG: Cursor: Cursor new position (7, 2)
91376 DEBUG: Cursor: Cursor new position (8, 2)
91445 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF58194908> Lyn (8, 2)
91445 INFO: Turnwheel: Add Action 53: MoveArrive
91445 DEBUG: StateMachine: Temp State: ['pop']
91446 DEBUG: Cursor: Cursor new position (8, 2)
91463 DEBUG: main: Current states ['free', 'move', 'menu']
92041 DEBUG: GeneralStates: Player selected Wait
92041 DEBUG: UnitObject: Lyn <Code.UnitObject.UnitObject object at 0x000001FF58194908> waits
92042 INFO: Turnwheel: Add Action 54: Wait
92046 DEBUG: StateMachine: Temp State: ['clear', 'free']
92059 DEBUG: main: Current states ['free']
92059 INFO: Engine: Music: Fade to Normal
92059 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
92059 INFO: Engine: Music: Already Present
93731 DEBUG: StateMachine: Temp State: ['move']
93743 DEBUG: main: Current states ['free', 'move']
93749 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
93759 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
93759 INFO: GeneralStates: Begin Dialogue State
93759 DEBUG: Dialogue: Dialogue Current State: Processing
93760 INFO: Dialogue: Script line to parse: ['set_level_constant', 'RathVoice', 'static_random.get_other(1, 5)']
93761 INFO: Turnwheel: Add Action 55: ChangeLevelConstant
93761 INFO: Dialogue: Script line to parse: ['sound', 'RathSelect1']
93762 DEBUG: GeneralStates: Ending dialogue state
93762 INFO: GeneralStates: Repeat Dialogue State!
93762 DEBUG: StateMachine: Temp State: ['pop']
93776 DEBUG: main: Current states ['free', 'move']
95365 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581BDB08> Rath (4, 5)
95366 INFO: Turnwheel: Add Action 56: Move
95375 DEBUG: StateMachine: Temp State: ['menu', 'movement']
95383 DEBUG: main: Current states ['free', 'move', 'menu', 'movement']
95383 DEBUG: Cursor: Cursor new position (4, 5)
95450 DEBUG: Cursor: Cursor new position (4, 4)
95520 DEBUG: Cursor: Cursor new position (5, 4)
95588 DEBUG: Cursor: Cursor new position (5, 3)
95658 DEBUG: Cursor: Cursor new position (6, 3)
95727 DEBUG: Cursor: Cursor new position (6, 2)
95797 DEBUG: Cursor: Cursor new position (7, 2)
95864 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581BDB08> Rath (7, 2)
95864 INFO: Turnwheel: Add Action 57: MoveArrive
95865 DEBUG: StateMachine: Temp State: ['pop']
95866 DEBUG: Cursor: Cursor new position (7, 2)
95881 DEBUG: main: Current states ['free', 'move', 'menu']
96185 DEBUG: GeneralStates: Player selected Wait
96185 DEBUG: UnitObject: Rath <Code.UnitObject.UnitObject object at 0x000001FF581BDB08> waits
96185 INFO: Turnwheel: Add Action 58: Wait
96189 DEBUG: StateMachine: Temp State: ['clear', 'free']
96201 DEBUG: main: Current states ['free']
96201 INFO: Engine: Music: Fade to Normal
96201 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
96201 INFO: Engine: Music: Already Present
97525 DEBUG: StateMachine: Temp State: ['move']
97538 DEBUG: main: Current states ['free', 'move']
97545 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
97556 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
97556 INFO: GeneralStates: Begin Dialogue State
97557 DEBUG: Dialogue: Dialogue Current State: Processing
97558 INFO: Dialogue: Script line to parse: ['set_level_constant', 'SainVoice', 'static_random.get_other(1, 10)']
97558 INFO: Turnwheel: Add Action 59: ChangeLevelConstant
97559 INFO: Dialogue: Script line to parse: ['sound', 'SainSelect5']
97563 DEBUG: GeneralStates: Ending dialogue state
97563 INFO: GeneralStates: Repeat Dialogue State!
97563 DEBUG: StateMachine: Temp State: ['pop']
97572 DEBUG: main: Current states ['free', 'move']
98729 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (1, 2)
98729 INFO: Turnwheel: Add Action 60: Move
98732 DEBUG: StateMachine: Temp State: ['menu', 'movement']
98747 DEBUG: main: Current states ['free', 'move', 'menu', 'movement']
98747 DEBUG: Cursor: Cursor new position (1, 2)
98813 DEBUG: Cursor: Cursor new position (2, 2)
98880 DEBUG: Cursor: Cursor new position (3, 2)
98946 DEBUG: Cursor: Cursor new position (4, 2)
99012 DEBUG: Cursor: Cursor new position (5, 2)
99080 DEBUG: Cursor: Cursor new position (6, 2)
99146 DEBUG: Cursor: Cursor new position (7, 2)
99214 DEBUG: Cursor: Cursor new position (8, 2)
99280 DEBUG: Cursor: Cursor new position (8, 3)
99349 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> Sain (8, 3)
99349 INFO: Turnwheel: Add Action 61: MoveArrive
99349 DEBUG: StateMachine: Temp State: ['pop']
99350 DEBUG: Cursor: Cursor new position (8, 3)
99366 DEBUG: main: Current states ['free', 'move', 'menu']
99583 DEBUG: GeneralStates: Player selected Wait
99583 DEBUG: UnitObject: Sain <Code.UnitObject.UnitObject object at 0x000001FF581B0E08> waits
99583 INFO: Turnwheel: Add Action 62: Wait
99586 DEBUG: StateMachine: Temp State: ['clear', 'free']
99599 DEBUG: main: Current states ['free']
99599 INFO: Engine: Music: Fade to Normal
99599 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
99599 INFO: Engine: Music: Already Present
101134 DEBUG: StateMachine: Temp State: ['move']
101149 DEBUG: main: Current states ['free', 'move']
101152 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
101165 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
101165 INFO: GeneralStates: Begin Dialogue State
101165 DEBUG: Dialogue: Dialogue Current State: Processing
101165 INFO: Dialogue: Script line to parse: ['set_level_constant', 'KentVoice', 'static_random.get_other(1, 9)']
101165 INFO: Turnwheel: Add Action 63: ChangeLevelConstant
101165 INFO: Dialogue: Script line to parse: ['sound', 'KentSelect2']
101166 DEBUG: GeneralStates: Ending dialogue state
101166 INFO: GeneralStates: Repeat Dialogue State!
101166 DEBUG: StateMachine: Temp State: ['pop']
101184 DEBUG: main: Current states ['free', 'move']
103309 DEBUG: UnitObject: Leave <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (1, 1)
103309 INFO: Turnwheel: Add Action 64: Move
103313 DEBUG: StateMachine: Temp State: ['menu', 'movement']
103325 DEBUG: main: Current states ['free', 'move', 'menu', 'movement']
103325 DEBUG: Cursor: Cursor new position (1, 1)
103393 DEBUG: Cursor: Cursor new position (2, 1)
103460 DEBUG: Cursor: Cursor new position (3, 1)
103528 DEBUG: Cursor: Cursor new position (4, 1)
103596 DEBUG: Cursor: Cursor new position (4, 2)
103662 DEBUG: Cursor: Cursor new position (5, 2)
103729 DEBUG: Cursor: Cursor new position (6, 2)
103797 DEBUG: UnitObject: Arrive <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> Kent (6, 2)
103797 INFO: Turnwheel: Add Action 65: MoveArrive
103797 DEBUG: StateMachine: Temp State: ['pop']
103798 DEBUG: Cursor: Cursor new position (6, 2)
103814 DEBUG: main: Current states ['free', 'move', 'menu']
104269 DEBUG: GeneralStates: Player selected Wait
104269 DEBUG: UnitObject: Kent <Code.UnitObject.UnitObject object at 0x000001FF581A8FC8> waits
104269 INFO: Turnwheel: Add Action 66: Wait
104271 DEBUG: StateMachine: Temp State: ['clear', 'free']
104286 DEBUG: main: Current states ['free']
104286 INFO: Engine: Music: Fade to Normal
104286 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
104286 INFO: Engine: Music: Already Present
105122 DEBUG: StateMachine: Temp State: ['move']
105136 DEBUG: main: Current states ['free', 'move']
105146 DEBUG: StateMachine: Temp State: ['transparent_dialogue']
105152 DEBUG: main: Current states ['free', 'move', 'transparent_dialogue']
105152 INFO: GeneralStates: Begin Dialogue State
105152 DEBUG: Dialogue: Dialogue Current State: Processing
105152 INFO: Dialogue: Script line to parse: ['set_level_constant', 'FlorinaVoice', 'static_random.get_other(1, 9)']
105153 INFO: Turnwheel: Add Action 67: ChangeLevelConstant
105153 INFO: Dialogue: Script line to parse: ['sound', 'FlorinaSelect5']
105153 DEBUG: GeneralStates: Ending dialogue state
105153 INFO: GeneralStates: Repeat Dialogue State!
105153 DEBUG: StateMachine: Temp State: ['pop']
105170 DEBUG: main: Current states ['free', 'move']
108568 DEBUG: StateMachine: Temp State: ['clear', 'free']
108580 DEBUG: main: Current states ['free']
108580 INFO: Engine: Music: Fade to Normal
108580 INFO: Engine: Music: Fade in ./Audio/music/Winds Across the Plains.ogg
108580 INFO: Engine: Music: Already Present
115001 DEBUG: StateMachine: Temp State: ['optionsmenu']
115014 DEBUG: main: Current states ['free', 'optionsmenu']
115014 ERROR: main: 'wheel'
Traceback (most recent call last):
File "main.py", line 124, in <module>
File "main.py", line 44, in main
File "main.py", line 62, in run
File "Code\StateMachine.py", line 198, in update
begin_output = self.state[-1].begin(gameStateObj, metaDataObj)
File "Code\GeneralStates.py", line 303, in begin
if gameStateObj.mode['wheel'] == 1: #changed to query game modes.
KeyError: 'wheel'
116110 DEBUG: Engine: Created save point from ./Saves\L11T1.p
Thanks for the bug report. Does it do this on every chapter for you, or only on chapter 10? I’ll try to reproduce it.
It also happens on my Chapter 8 chapter save, but not on a new Hard game. Possibly just a 0.1 backwards compatibility thing, then.
Oh, was the save file from the previous 0.1 release?
Yes - sorry, I missed that info out.
OK, that makes sense. I don’t think saves from the previous version will work well with the new one. I will add this to the top post.
An explanation: I added a new turnwheel option to the game in this version. When you make a new save file, it stores whether you selected to use the turnwheel or not. Your old save did not make this selection since it was started in the earlier version. Thus, the game’s code can’t figure out whether to add in the turnwheel functions or not and is crashing.
Sorry for the inconvenience.
Just so folks know: rainlash, the author of the LT engine, is working on a big new engine version that will have additional features such as fog of war etc. This new engine will require me to translate many of my engine modifications etc. into a new code base. I will get around to doing this in a month or so, which is why updates on the project are stalled temporarily.
The new engine version will also include GUI-based editors for classes, units, etc. This should make FE7Lex a better template for modding for those who are not coding-inclined in the future.
@beccarte i would like to encourage you to keep going, i would really like to see how the final project turns out. and since there is no limitations (of the gba) i would be able to play it how i’d like. thank you for making what you already did and keep at it
Thanks, Isaiah. I appreciate the support. I’ve been working on a remake of what I had done previously using the new version of the Lex Talionis engine by rainlash. This new version has opened up a ton of possibilities, but it has required that I remake everything that I had previously completed. I’m still making progress on this and hope to have something to share with everyone in a month or so.
what possibilities are opened in the new version?