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The Debugger and Script Debugger are very powerful tools that allow you to retrieve and edit certain values in-game for tracking down problems and errors that are occurring in your project.
This section will show a list of all the delayed events that are scheduled to run. For example: you may have an event that will only run after a delay of 10 seconds, in which case it will be shown here.
Shows all of the objects (like Actors, Fields, etc.) that are on your Maps and Interfaces. For each object you're able to see all of its properties and can even alter some of these properties while the game is running. Other properties will be greyed out which means that they're read-only.
Shows the various controlled players in your game and provides options to go to that Actor, restart the game, save the game and load the game from a particular slot. This section also shows the selected players current level, experience, amount of money and points.
Displays all the current screen data such as which Map/Actor the camera is currently focussed on, what the vertical/horizontal orbit is, whether the screen is flashing or shaking and the various properties associated with these events, etc.
This section will provide lots of useful Statistics about your game while it’s running such as the Frames Per Second, how many Actors/Lights/Fields/etc. are currently loaded and how many have been destroyed.
Another small section that shows you all of the currently opened files, when making use of the File Access Events such as: “Open File”, “Write Line”, “Write Text”, etc.
This section will keep track of all the errors you’ve encountered while testing your game so you can easily look back on errors that might have popped up in the log that displays in the bottom-left corner of the screen.
Shows all of the triggers in your game such as System Triggers, Custom Events, Input Triggers, Actor Triggers, etc. You can filter what triggers are displayed by ticking/unticking the various check boxes under each section. The log will keep track of all of the triggers that have been executed since you started your game (based on those that you’ve selected to monitor) which greatly helps to track down problems you may be encountering with your game.
This section keeps track of all sent/received Network Messages.
Shows a list of all the slowest running triggers and collisions.
The Script Debugger is a powerful feature for tracking down and isolating problems within your game. The Script Debugger will automatically stop your game and pop up if it encounters an error or if you've manually told it to do so by setting up breakpoints (for more about breakpoints see further down below).
Underneath the buttons, described above, is a description/error message that details why your game has stopped and the Script Debugger has popped up. The script window, to the right, will also highlight the specific event that is causing the error, allowing you to easily identify the problem.
Underneath the error message is a list of related Variables, that your script is making use of, with their appropriate values. This is very useful for determining if your Variables are holding their correct values or not.
Underneath the list of related Variables is a window that shows you the position/level of where your script is. This only applies if you've made use of events like the “Sub Script” event that are on a separate level to the default “root” level.
You can manually force your game to stop and bring up the Script Debugger by creating breakpoints. When you create any kind of event there will be a check box at the top that says: “Break into the script debugger when event is reached”. Ticking this option will turn the event red in the Script Editor to indicate that a breakpoint has been created. When you Test Your Game, and trigger the event with the breakpoint, your game will stop and the Script Debugger will pop up with “Breakpoint” as the error message.