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Will be looking if I can delay the logging.
This is only an issue if you flee from combat.
So, basically it means that the next battle will not begin with CM Pools set to 0, but will continue with what both sides had from last battle. (annoying, I know...)
The scripting APIs are currently undocumented. Which means trying to utilize the variables being passed from the core game requires a lot of "trial & error" as some could be null or lack meaningful values.
Part of the reason for the excessive logging was to help discover this and then adjust as needed.