S
schlaften
Guest
Hey. I get this error when I try to compile the Dodian Essence Minter V1 (http://www.sythe.org/showthread.php?t=361038).
. 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:
Line 26: [Error] (34:1): Duplicate identifier 'UpChars' in script C:\Program Files\SCAR 3.15\includes\srl\srl\core\Globals.scar
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.

