Thanks for the praise @AlexanderKai!
As @error454 says, SkookumScript does not use
catch. It was decided that as a scripting language to keep it simple and to focus it on high level logic and then rely on the underlying C++ engine for low level errors such as divide by zero.
Since it is expected that SkookumScript will be used to make games used by the public rather than tools for example (though you can use for tools), you want to test for and eliminate any such potential errors rather than program around them.
That being said, for many fail conditions at the SkookumScript level it can be nice to register closures to handle them. Likewise if one coroutine completes because of a fail condition and it is in a
race expression then it will go to the next line where recovery code can be run and then potentially loop back to regular game code again. There are also a few commands in the
Debug class that you might want to check out.
If you have a strong case for additional error handling or debugging or any other cool ideas we will be happy to add it to SkookumScript.