Quick answer: Parse the box top to bottom: object and event locate the code, the innermost 'at gml_...' line names script and line, and the message describes what failed there.
Every GML runtime error arrives in this box, and it contains everything needed to find the line — once you know how to read it. Here is the anatomy and the workflow.
How to fix it
1. Read the location header
'ERROR in action number 1 of Step Event0 for object obj_player' — the failing code runs in obj_player's Step event (Event0 is the plain Step); DnD 'action number' is nearly always 1 for code.
2. Find the innermost gml_ line
The stack lists frames as gml_Script_scr_attack (line 42) — the deepest frame is where it broke; frames above show who called it.
3. Read the message against that line
'Variable obj_player.ammo not set' or a DoAdd mismatch now has a precise home — open the script at that line and the cause is usually visible.
4. Capture the box from players
Wire exception_unhandled_handler to send this same text plus game state to your error tracker — the box players screenshot (or skip) becomes a searchable report.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.