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;;;;;;ddddddddddddE$1ED$E$ED$E$ED$E$ED$E$MED$E D$E${ED$ED$ ED$E D$E$RED$ED$ ED$E D$E$)ED$E D$E$7$I?$[]UVSPE$:EE$EE$|=E}u*+D$ D$| D$$>uE$9FE@D$$e9$>9u؍D$D$ D$D$$t t4Euh6$5=iUB$u]EuExu6$<E@E$U8E$186$<D$D$D$ D$D$E$gE@E@D$E$7E@P[^]ÐUHE$þE}ED$ED$ ED$ED$E $E}t}t}t}$t E>ED$ED$ED$ ED$ED$E$EEEÐUS$E$ E}t E$!x4$6Eƀ$[]US$ȽE$载E}tME$9:D$E$9uh4$:E$Ext E$$[]ÐUS$TE$IE}tEusEugEu7EtE$u<4$h:)Z4$X:E$J4$=:E$$[]ÐU(E$觼E}tDE8Eu*E$E}u Exu E$U(E EE$AE}t}u}u&}u}t E$ E$蘾ÐU(E$E}H544343L#"`"debuggerdebugThe following debugging commands examine game state: game -- Print general game information, and class counts player -- Show the player location and position rooms [Range] -- Print information on game rooms objects [Range] -- Print information on objects in the game npcs [Range] -- Print information on game NPCs events [Range] -- Print information on the game's events tasks [Range] -- Print information on the game's tasks variables [Range] -- Show variables defined by the game Most commands take range inputs. This can be a single number, to apply the command to just that item, a range such as '0 to 10' (or '0 - 10', or simply '0 10') to apply to that range of items, or '*' to apply the command to all items of the class. If omitted, the command is applied only to the items of the class 'relevant' to the current game state; see the help for specific commands for more on what is 'relevant'. The 'player', 'objects', 'npcs', 'events', 'tasks', and 'variables' commands may be prefixed with 'old', in which case the values printed will be those for the previous game turn, rather than the current values. These debugging commands manage watchpoints: The 'player', 'objects', 'npcs', 'events', 'tasks', and 'variables' commands may be prefixed with 'watch', to set watchpoints. Watchpoints automatically enter the debugger when the item changes state during a game turn. For example 'watchobject 10' monitors object 10 for changes, and 'watchnpc *' monitors all NPCs. A 'watch' command with no range prints out all watchpoints set for that class. Prefix commands with 'clear' to clear watchpoints, for example 'clearnpcs *'. Use 'watchall' to obtain a complete list of every watchpoint set, and 'clearall' to clear all watchpoints in one go. A 'clear' command with no range behaves the same as a 'watch' command with no range. These debugging commands print details of game output and control the debugger and interpreter: buffer -- Show the current buffered game text resources -- Show current and requested game resources random [Seed] -- Control the random number generator step -- Run one game turn, then re-enter the debugger continue -- Leave the debugger and resume the game quit -- Exit the interpreter main loop help [Command] -- Print help specific to Command Debugging commands may be abbreviated to their shortest unambiguous form. Use the 'debug' or '#debug' command in a game, typed at the usual game prompt, to return to the debugger. Give the name of the command you want help on, for example 'help continue'. Leave the debugger and resume the game. Use the 'debug' or '#debug' command in a game, typed at the usual game prompt, to return to the debugger. Run one game turn, then re-enter the debugger. Useful for games that intercept empty input lines, which otherwise catch the 'debug' command before SCARE can get to it. Exit the interpreter main loop. Equivalent to a confirmed 'quit' from within the game itself, this ends the interpreter session. Print the current text that the game has buffered for output. The debugger catches games before they have printed their turn output -- this is the text that will be filtered and printed on exiting the debugger. Print any resources currently active, and any requested by the game on the current turn. The requested resources will become the active ones on exiting the debugger. If no seed is given, report the current random number generator setting. Otherwise, seed the random number generator with the value given. This is useful for persuading games with random sections to behave predictably. A new seed value of zero is invalid. Print general game information, including the number of rooms, objects, events, tasks, and variables that the game defines Print out the current player room and position, and any parent object of the player character. Print out the player room and position from the previous turn, and any parent object of the player character. Print out the name and contents of rooms in the range. If no range, print details of the room containing the player. Print out the name and contents of rooms in the range for the previous turn. If no range, print details of the room that contained the player on the previous turn. Print out details of all objects in the range. If no range, print details of objects in the room containing the player, and visible to the player. Print out details of all objects in the range for the previous turn. If no range, print details of objects in the room that contained the player, and were visible to the player. Print out details of all NPCs in the range. If no range, print details of only NPCs in the room containing the player. Print out details of all NPCs in the range for the previous turn. If no range, print details of only NPCs in the room that contained the player. Print out details of all events in the range. If no range, print details of only events currently running. Print out details of all events in the range for the previous turn. If no range, print details of only events running on the previous turn. Print out details of all tasks in the range. If no range, print details of only tasks that are runnable, for the current state of the game. Print out details of all tasks in the range for the previous turn. If no range, print details of only tasks that were runnable, for the previous state of the game. Print out the names, types, and values of all game variables in the range. If no range, print details of all variables (equivalent to 'variables *'). Print out the names, types, and values at the previous turn of all game variables in the range. If no range, print details of all variables (equivalent to 'variables *'). If no range is given, list any watchpoint on player movement. If range '0' is given, set a watchpoint on player movement. Other usages of 'watchplayer' behave as if no range is given. Set watchpoints on all objects in the range. If no range, list out object watchpoints currently set. Set watchpoints on all NPCs in the range. If no range, list out NPC watchpoints currently set. Set watchpoints on all events in the range. If no range, list out event watchpoints currently set. Set watchpoints on all tasks in the range. If no range, list out task watchpoints currently set. Set watchpoints on all game variables in the range. If no range, list variable watchpoints currently set. Clear any watchpoint set on player movements. Clear watchpoints on all objects in the range. If no range, list out object watchpoints currently set. Clear watchpoints on all NPCs in the range. If no range, list out NPC watchpoints currently set. Clear watchpoints on all events in the range. If no range, list out event watchpoints currently set. Clear watchpoints on all tasks in the range. If no range, list out task watchpoints currently set. Clear watchpoints on all game variables in the range. If no range, list variable watchpoints currently set. Print out a list of all all watchpoints set for all the classes of item on which watchpoints can be used. Clear all watchpoints set, on all classes of item on which watchpoints can be used. Sorry, there is no help available on that at the moment. GlobalsPlayerNameS<-ssPlayer Room %ld [Out of range]RoomsShortS<-sisObject ObjectsStaticB<-sisPrefixStatic Dynamic NPC NPCsNameEvent EventsTask TasksCommandS<-sisiVariable Integer String [Invalid type] [Invalid variable] The Game command takes no arguments. Game GameName Compiled CompileDateS<-s, Author GameAuthorVersionString Version PerspectiveI<-ss, First person, Second person, Third person, [Unknown perspective]WaitTurns, Waitturns %ldSoundB<-ssGraphics, Sound, GraphicsBattleSystem Battle system Room count , Object count , NPC count Event count , Task count , Variable count Running Not running, Completed, Not completed, Verbose, Not verbose, Bold, Not bold, Undo, No undo Score , Turns , Seconds The Player command takes no arguments. There is no previous game state to examine. Hidden! In Standing Sitting Lying [Invalid position] Parent is debug_normalize_arguments: bad command type Visited Not visited Seen Not seen, Not relocated, RelocatedOnlyWhenNotMovedI<-sis, Not moved, Moved, Open, Closed, Locked Static default Hidden Held by Worn by Part of On Inside CurrentState State States of Seen Not seen Walkstep count , Walks { }. Waiting Running Awaiting Finished Paused [Invalid state] Time %ld Runnable Not runnable, Done, Not done, Scored , Not scored Value = [Unknown]RoomObjectNPCEventTaskVariabledebug_dump_common: invalid command There is nothing of type to print. Invalid item or range for ; only 0 is valid. ; valid values are 0 to . Nothing of type is relevant. Try " *" to show all items of this type. The Buffer command takes no arguments. There is no game text buffered. , offset , length The Resources command takes no arguments. Sound stop before new sound requested, sound activeRequested Sound Requested Graphic Playing Sound Displaying Graphic There is no game resource activity. The Random command takes either one argument or no arguments. congruentialplatformThe random number generator is selected. The seed value may not be zero. Set seed for the random number generator. debug_watchpoint_common: invalid command Cleared Player watchpoint. Set Player watchpoint. Player watchpoint is set. No Player watchpoint is set; to set one, use "Watchplayer 0". to watch. Watchpoints are set for { No watchpoints are set. Set Cleared watchpoint. watchpoints. The Watchall command takes no arguments. The Clearall command takes no arguments. command == DEBUG_CLEARALLCleared all watchpoints. debug_compare_npc: walkstep count error debug_compare_variable: property sharing malfunction debug_compare_variable: can't find variable %s debug_compare_variable: variable type mismatch %s debug_compare_variable: invalid variable type, %ld --- watchpoint triggered { debug && gs_is_game_valid (undo)--- Player watchpoint triggered. help %s %c %s %ld to %ld %c %s %ld - %ld %c %s %ld %ld %c %s %ld %c %s %c%cInvalid debug command. Type 'help' for a list of valid commands. Ambiguous debug command.Unrecognized debug command.debug_dispatch: invalid debug command The game is no longer running. Use 'quit' again to confirm, or another debugger command to cancel. Unable to quit from the game. Sorry. SCARE's game debugger is not enabled. Sorry. --- SCARE 1.3.6 Game Debugger --- Type 'help' for a list of commands. --- The game has completed. --- The game has exited. --- The game is still running! 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