As bertfallen said earlier, the CTRL+F helps you find the problems in a script quickly and easily, but unless you know what they mean, then it might still be difficult for anyone other than the person who put in every part piece by piece, structure by structure, and who knows what the code is because he or she put the code where it is.
I was not pointing out errors, only what everything did. D&D would be easier to find errors in anyway because the code itself is often simple not in the sense of brilliance but in the sense of lackluster achievement. Those who take the same time to learn GML benefit from easier error location even though their may be more errors. The reason for those errors is not the fault of the GML itself, but the fault of becoming advanced and having more code. The errors in my code are not really errors, just how the direction variable is determined. If you are moving up and left, in my code, are you facing up or left. That is determined by the previous non-diagonal direction. So, if I were going left and then while holding left pressed and held up, I would be facing left while moving up because up is not the direction I face, it is only the offset of where I am going. The "correction code" only ensures that the graphics remain constant and do not change under the same circumstances.
I will admit there is a problem with my code. Not in the GML, but of how it is recognized. To fit the condition I want, I would have to probably edit how moving is defined. It would be easy, but my inspiration for finishing the game is nowhere to be found. If I were to set all of that code up in D&D though, I would have a lot of little boxes. To fix the moving problem as I have stated earlier, I would have to scroll up and down through all other boxes and figure out where to either put a new box, edit a box, or remove a box, and frankly, that would take way to long.
To each his own, though, as some famous person once said.