Duplicate identifier

Discussion in 'Scar/Simba Help' started by schlaften, Jul 8, 2008.

Duplicate identifier
  1. Unread #1 - Jul 8, 2008 at 5:13 PM
  2. schlaften
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    schlaften Guest

    Duplicate identifier

    Hey. I get this error when I try to compile the Dodian Essence Minter V1 (http://www.sythe.org/showthread.php?t=361038).
    Code:
    Line 26: [Error] (34:1): Duplicate identifier 'UpChars' in script C:\Program Files\SCAR 3.15\includes\srl\srl\core\Globals.scar
    . I've tried everything. Using old and new versions of Scar, trying it on multiple servers, nothing.

    this is what the Globals.scar looks like

    Code:
    //-----------------------------------------------------------------//
    //--               Scar Standard Resource Library                --//
    //--               » Global Variables                            --//
    //-----------------------------------------------------------------//
    
    { const SRLVersionNumber;
      Description: Repository Version Number. }
    const
      SRLVersionNumber = '3.60';
    
    { var x, y: Integer;
      Description: Global Mouse Positions. }
    var
      x, y: Integer;
    
    { var Mark, LogOutMark, RandomChatMark, RotateMark, RandomClickMark, PickUpMouseMark, BoredMark, HoverMark, KillScriptMark, LeaveScreenMark, MouseSpeedMark: Integer;
      Description: Timers. }
    var
      Mark, LogOutMark, RandomChatMark, RotateMark, RandomClickMark,
        PickUpMouseMark, BoredMark, HoverMark, KillScriptMark, LeaveScreenMark,
        MouseSpeedMark: Integer;
    
    { var UpChars, SmallChars, StatChars, NpcChars: Integer;
      Description: Character BitMaps. }
    var
    [COLOR="Red"][B][SIZE="7"] UpChars, SmallChars, StatChars, NpcChars: Integer;[/SIZE][/B][/COLOR]
    
    { var ST: LongInt;
      Description: Script Start Time. }
    var
      ST: LongInt;
    
    { var FindClient: Boolean;
      Description: Set to True will Auto Find Client with FindWindowbySize. }
    var
      FindClient: Boolean;
    
    { type PPoint;
      Description: A Polar Point. }
    type
      PPoint = record
        R, T: Extended;
      end;
    
    { var Sinearray, Cosearray: Array[0..360] of Extended;
      Description: fill array for Radial- and LinearWalk. }
    var
      Sinearray, Cosearray: array[0..360] of Extended;
    
    { type TUser;
      Description: The User Record. }
    type
      TUser = record
        Name: string; // * User Name
        Pass: string; // * User Pass
        Nick: string; // * Screen Name for random detection
        Active: Boolean; // * Set to True if Ok, False if Lost.
        Loc: string; // * User Location
        Skill: string; // * User Action to Perform
        Level: array[0..21] of word;
          // * Levels of all skills. SetIn GetPlayerLevels.
        Ore: string; // * test
        WaitTime: Integer; // * Wait Time for Each User, Good for Autofighters
        Fight: Boolean; // * If we want the Char to randomly fight
        Worked: Integer; // * Time User has worked
        Banked: Integer; // * Number of Banks User has done
        Killed: Integer; // * Number of Kills User has made
        Boolean1: Boolean; // * For reports, etc.
        Boolean2: Boolean; // * For reports, etc.
        Boolean3: Boolean; // * For reports, etc.
        Integer1: Integer; // * For reports, etc.
        Integer2: Integer; // * For reports, etc.
        Integer3: Integer; // * For reports, etc.
        Integer4: Integer; // * For reports, etc.
        String1: string; // * For reports, etc.
        String2: string; // * For reports, etc.
        String3: string; // * For reports, etc.
        Extended1: Extended; // * For reports, etc.
        Extended2: Extended; // * For reports, etc.
        Extended3: Extended; // * For reports, etc.
      end;
    
    { Level 1 = Attack
      Level 2 = Strength
      Level 3 = Defence
      Level 4 = Range
      Level 5 = Prayer
      Level 6 = Mage
      Level 7 = RuneCrafting
      Level 8 = HP
      Level 9 = Agility
      Level 10 = Herblore
      Level 11 = Thiefing
      Level 12 = Crafting
      Level 13 = Fletching
      Level 14 = Slayer
      Level 15 = Mining
      Level 16 = Smithing
      Level 17 = Fishing
      Level 18 = Cooking
      Level 19 = Firemaking
      Level 20 = Woodcutting
      Level 21 = Farming
    }
    
    { var Players: Array of TUser;
      Description: Array of users. }
    var
      Players: array of TUser;
    
    { var kSecs, kRow, kLastChoice: Integer;
      Description: Used in MessageFriendEvery for data. }
    { var kMessages: Array of String;
      Description: Array of Messages. }
    var
      kSecs, kRow, kLastChoice: Integer;
      kMessages: array of string;
    
    {*******************************************************************************
    procedure NumberOfPlayers(Number: Integer);
    By: BenLand100
    Description: Makes the Players array have Number indexes
    *******************************************************************************}
    
    procedure NumberOfPlayers(Number: Integer);
    begin
      SetArrayLength(Players, Number);
    end;
    
    { var RandomPlayer: Boolean;
      Description: Will Choose a Random Player or a Numberd Player according to True/False at NextPlayer. }
    var
      RandomPlayer: Boolean;
    
    { var CurrentPlayer, HowManyPlayers, NickNameBMP: Integer;
      Description: CurrentPlayer = Arrayindex of Active Player, HowManyPlayers = Length of Player Array, NickNameBMP = Bitmap converted Players[CurrentPlayer].Nick }
    var
      CurrentPlayer, HowManyPlayers, NickNameBMP: Integer;
    
    { var PlayerStartTime: Longint;
      Description: StartTime of Player at Login. }
    var
      PlayerStartTime: LongInt;
    
    { var PlayerCurTime: Longint;
      Description: Player Current Time. }
    var
      PlayerCurTime: LongInt;
    
    { var bmpAdmin, bmpMod, dtmPlant, bmpFreakyForester, Frog, CWindow, Lamp, Damien, NewBox: Integer;
      Description: Global Bitmaps. Need to be Global because of SCAR Memory leaks. }
    var
      bmpAdmin, bmpMod, dtmPlant, bmpFreakyForester, Frog, CWindow, Lamp, Damien,
        NewBox: Integer;
    
    { var RoadColor, WaterColor, BankColor: Integer;
      Description: Three variables you will almost always use. :) }
    var
      RoadColor, WaterColor, BankColor: Integer;
    
    { var LampSkill: String;
      Description: Set Lamp skill. }
    var
      LampSkill: string;
    
    { var TheFile: Integer;
      Description: Use to log chat to file. See SaveToChatLog. }
    var
      TheFile: Integer;
    
    { var OldLine, NewLine, TheLine, TheName: String;
      Description: ChatLog vars. }
    var
      OldLine, NewLine, TheLine, TheName: string;
    
    { const MMCX, MMCY;
      Description: MiniMap Centre Point. }
    const
      MMCX = 648;
      MMCY = 86;
    
    { const MMX1, MMY1, MMX2, MMY2;
      Description: MiniMap Edge Points. }
    const
      MMX1 = 570;
      MMY1 = 5;
      MMX2 = 735;
      MMY2 = 166;
    
    { const MSX1, MSY1, MSX2, MSY2;
      Description: Main Screen EdgePoints. }
    const
      MSX1 = 5;
      MSY1 = 5;
      MSX2 = 515;
      MSY2 = 338;
    
    { const MSCX, MSCY;
      Description: Main Screen Centre Points. }
    const
      MSCX = 255;
      MSCY = 166;
    
    { const MIX1, MIY1, MIX2, MIY2;
      Description: Inventory EdgePoints. }
    const
      MIX1 = 555;
      MIY1 = 205;
      MIX2 = 740;
      MIY2 = 464;
    
    { const MICX, MICY;
      Description: Inventory Centre Points. }
    const
      MICX = 370;
      MICY = 232;
    
    { const MCX1, MCY1, MCX2, MCY2;
      Description: Chat Screen EdgePoints. }
    const
      MCX1 = 4;
      MCY1 = 342;
      MCX2 = 505;
      MCY2 = 460;
    
    { const MCCX, MCCY;
      Description: Chat Screen Centre Points. }
    const
      MCCX = 252;
      MCCY = 230;
    
    //****************************************************************************//
    // * I tried to make these Bitmaps Local, but I got after a couple of hours
    // *  running scripts, CTB and DB handle errors. So sorry, declared them global
    //****************************************************************************//
    
    {*******************************************************************************
    procedure LoadSRLBitMaps;
    By: SRL Dev Team
    Description: Loads SRL Bitmaps into memory.
    *******************************************************************************}
    
    procedure LoadSRLBitMaps;
    begin
      bmpMod := BitmapFromString(9, 6, 'z78DA733472A41B74350041' +
        '08DB0009E012B13407414C5DF8D994E8220F0200F59E4633');
      bmpAdmin := BitmapFromString(9, 6, 'z78DA7333777333B070A3' +
        '0F0904162610B60112C025E26266E96A6488A90B3F9B125DE4910' +
        '0A83249DE');
      bmpFreakyForester := BitmapFromString(106, 2, 'z78DAA552410AC0' +
        '3008FBD23618B8A3C2FEFFA531BA4346D406DA8394D8468DB1ED3' +
        'DE11EE67A34F885F7B8FCB47DC4817F59C07B36442A3C41C2EFEB' +
        'E0F8CBB63C2BB1EF61D215E3BADAF437C9221BEC455295AA24B57' +
        '846A57FE2A9365EB1252FD163E4C0C48DC456EAAC7812676FA75B' +
        'F21E5499F00B0E54F6B8C2D96BD8EBD0D7D555AD781E9D382154');
    
      Frog := BitmapFromString(30, 2, 'z78DA73727274B534B23000012' +
        '74747270B47E249645DB84C808A836D4126C91447321317498C9B' +
        '5154426CC160633119C355982EC4A51E00B445523B');
    
      CWindow := BitmapFromString(66, 8, 'z78DA33304000372460' +
        '800170890F1420C63DB473333D4D264664342E06CACCE11117D4F' +
        '2C5E08C0BFC251BA61A4ACCA145BE20C66DD4F205EDFC4EAD928D' +
        '76BA06BF083DE382F8D432506963A04488610FCE5C408C69F87D3' +
        '454E28276651D754B636A95F994E76E5AD49E002F369293');
      Lamp := BitmapFromString(6, 6,
        '81800E79780E84830E00000100000100000179780E75740E000001' +
        '000001C3C118B5B3156E6D0E525209000001302020000001000001' +
        '696809484709000001302020544A3B302020000001000001302020' +
        '302020544A3B564D42302020302020302020544A3B544A3B564D42' +
        '');
      dtmPlant := DTMFromString('78DA6354636060306100031E08C5D092B0824' +
        '103483302F17F2060D404323450D5046671C2D58000A31690B046' +
        '5533ABE0305C0D18EB00092DDCE630013100D4CB0B1F');
      Damien := BitmapFromString(27, 1, 'z78DAB3300001272747574B2' +
        '3274747270B4708690111C71481A8442231C58911214616220E00' +
        'D7022518');
      NewBox := BitmapFromString(6, 6, 'z78DA8DCAC10DC0200C03C095' +
        'A2C4317C5D28FB8F54DA3E1112B1740F3B2528AA6C8C0C0B5B7B6' +
        'F2E571203E34476BE77601A04FDAE6BBD2B663E7181E0EEE70163' +
        'FD2FF4');
    end;
    
    { type TBox;
      Description: A box defined by the left upper and bottom right coordinates. }
    type
      TBox = record
        x1, y1, x2, y2: Integer;
      end;
    
    { type TBoxArray;
      Description: An array of TBox'es. }
    type
      TBoxArray = array of TBox;
    
    // * ANTIBAN CONSTANT
    
    { const KillScriptTime;
      Description: Used in the preset AntiBan; procedure to kill the script after chosen hours, leave as 0 to not kill the script. }
    const
      KillScriptTime = 0;
    
    // * Antirandom const
    { var UseSandwichSolver, UseBoxSolver, UseCerterSolve: Boolean;
      Description: For Slower Computers you may turn off and it will use other means to solve or logout. }
    var
      UseSandwichSolver, UseBoxSolver, UseCerterSolver: Boolean;
    
    { var Screenshots: Boolean;
      Description: If you want the script to save screenshots of random events. }
    var
      Screenshots: Boolean;
    
    { var CheckHpFirst: Boolean;
      Description: If you want the script to look at the hp and see that it's been lowered before it runs away from a fight. }
    var
      CheckHpFirst: Boolean;
    
    { var ReinCarnate: Boolean;
      Description: If you want your Status to stay True when you die. (Autofighters) }
    var
      ReinCarnate: Boolean;
    
    //* Logout
    { var LogTimeOut: Boolean;
      Description: If you want to let Runescape timeout not actually logging out. }
    var
      LogTimeOut: Boolean;
    
    //* Roadwalk
    { var DebugRadialRoad: Boolean;
      Description: Shows Debug Info on RRW. }
    var
      DebugRadialRoad: Boolean;
    
    //* Mouse
    { var BenMouse: Boolean;
      Description: Use BenLand100 Spline Algorhythm. }
    { var MouseSpeed: Integer;
      Description: The variable containing the mousespeed. }
    var
      BenMouse: Boolean;
      MouseSpeed: Integer;
    
    //* Users
    { var FileName: String;
      Description: Filename to save and load users from. }
    var
      FileName: string;
    
    { var PasswordChar: Boolean;
      Description: Decides to hide user manager passwords with '*' }
    var
      PasswordChar: Boolean;
    
    { var FormCanvas: TCanvas;
      Description: Scripter can place image to be shown in the user manager }
    var
      FormCanvas: TCanvas;
    
    { var FormColor: Integer;
      Description: Scripter can choose the background color in the user manager }
    var
      FormColor: Integer;
      
    { var SRLID, SRLPassword: String;
      Description: User ID and Password for connection to Database }
    
    var
      SRLID, SRLPassword : String;
      
    { var Plants, Lamps, NOLamps, Fights, Talks, Deaths,  Certers, NOCerters, Sandwiches, NOSandwiches, NOForester, Ricks, Dwarfs, Caps, Oldmen, Trades, NOTrades, Mods, Mimes, Mazes, ScapeRunes, EntsAvoided, Whirlpools, RodsFound, AxeAttaches, Birdsnest, PickAxeAttached, Jekylls, SGuard, Frogs, NOFrogs, Newboxes, NONewboxes: Integer;
      Description: Random Handler Counters. }
    var
      Plants, Lamps, NOLamps, Fights, Talks, Deaths, Certers, NOCerters,
        Sandwiches, NOSandwiches, NOForester, Ricks, Dwarfs, Caps, Oldmen,
        Trades, NOTrades, Mods, Mimes, Mazes, ScapeRunes, EntsAvoided,
        Whirlpools, RodsFound, AxeAttaches, Birdsnest, PickAxeAttached, Jekylls,
        SGuard, Frogs, NOFrogs, Newboxes, NONewboxes: Integer;
    
    { var Banks: Integer;
      Description: Number of succesful banking operations performed. }
    var
      Banks: Integer; // Number of succesful banks perfomred.
    
    
    
     
< Wizzup's EM error | Error Unknown identifier >

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