Error is gone. Nice work. And yep, error remains on old saves but way more info.
Edit**
Exploring le forest, upon winning a battle -
While running game code:
File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in script
File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in python
File "game/library/classes - arena and exploration.rpy", line 95, in python
File "game/library/classes - arena and exploration.rpy", line 249, in python
File "game/library/be/engine.rpy", line 309, in python
File "game/library/be/engine.rpy", line 617, in python
File "game/library/be/engine.rpy", line 625, in python
File "game/library/be/engine-schema.rpy", line 258, in python
File "game/library/be/engine-schema.rpy", line 239, in python
File "game/library/be/engine-fighters.rpy", line 645, in python
File "game/library/be/engine-fighters.rpy", line 677, in python
File "game/library/be/engine-skills.rpy", line 225, in python
File "game/library/be/engine.rpy", line 448, in python
File "game/library/be/engine-schema.rpy", line 362, in python
File "game/library/be/engine-fighters.rpy", line 33, in python
AttributeError: 'FighterStats' object has no attribute 'Luck'
And then the battle music keeps playing, not that I mind those sweet ff7 tunes.
Just a thought, adding a cancel/go back button if you choose the wrong spell/weapon attack during battles.
(Warning - I went a wee bit overboard with the following)
Do we have support for AOE spells? Or aoe attacks from large weapons?
Skills? Stances? defensive mode, offensive mode.
Heavy attacks that do more damage/increase chance for crit that drain agi bar completely or make it regenerate slower after using.
Quick attacks with small weapons that don't drain it completely, or make it recharge quicker, but do less damage, less crit chance?
Elemental weapon skills for weapon attacks?
Block/dodge/parry/counter/counterspell/reflect/absorb chance?
Life drain? poison? buffs? debuffs? summons? Flee/run? item use - healing/bombs? capture enemies? wounds for losses?
Non-lethal and lethal combat. Damage types for weapons - blunt/piercing
Targeting specific body parts(headshots), looking for weaknesses, applying debuffs.
Combo party attacks. Tripping an opponent with a weak party member and then power attacking with a strong one.
Attacks/abilities with cooldowns?
Short conversations before battles with opponents capable of communication where you try to gain an advantage, surprise attacks, pay some of them off, demoralise them/make them cower in fear from your words/presence, use items/hidden weapons to blind/slow/trip/wound/trap/curse them so you can run away easier or gain a battle advantage. Or just try to get out of the fight peacefully. Woo them. recruit them.
In exploration mode like how you have the battle button, could be a 'scout' button to see what you will be up against on that tile.
Perhaps these could be player only abilities, achieved through events, special trainers, rewards.
Is there any magic defence? Does defence affect it? And you said that Intelligence isn't used by anything yet, will you apply it to magic damage/defence? Or just so the girls can swindle some extra money out of customers.
I got a bit carried away there... I just find the lack of variation in combat a bit unexciting. It's pure level and gear based right now, but I'm not sure of your plans for it.
Anyway, just throwing some stuff around, if some part catches your fancy and is seems easy to implement or worth thinking about for the future that would be cool.