Debug message is only visible if you run game with debug mode enabled (avaialbe in user config).
Ah, now I see them!
what exactly you want do? because It could be work around this.
Well, I'm trying to prevent the above-said grenades from "exploding" after the death of the owner.
If I kill the owner Celatid during my turn, everything is ok, because their timers are set to odd numbers (5, 11, 17, etc), so they would go off at the end of the alien turn. Let's say, the owner Celatid is killed and it's my turn (say, the 4th). When the turn changes to the alien turn, it becomes the 5th, newTurnItem event is triggered, the timer gets set to -1, so the grenade is unprimed, and it does not "explode" at the end of the turn 5. So far so good.
But what if the Celatid gets killed by reaction fire or friendly fire from some Muton during the turn 5, 11, or 17? The event newTurnItem has been triggered in the beginning of this turn, and since the owner Celatid was alive, it did not do anything. Now the Celatid is killed, but the grenade is still primed, and at the end of the turn it works, and behold: the Celatid corpse spawns a live clone!
That is why I want to check the moment of death (by comparing to_health and unit.getHealth during damageUnit event), at that moment get the items owned by the dying Celatid, and unprime its grenades. Or better yet, destroy them or remove from the game, if it's possible.