Hello everybody! I can't figure this out:
function oLock_UseInv()
{
if (player.ActiveInventory == iRustyOldKey){
Display("Ops!");
Display("Dammit! The key is broken!");
player.LoseInventory(iRustyOldKey);
player.AddInventory(iHalfKey);
oLock.Visible = false;
oLock2.Visible = true;
}
}
the problem is:
Failed to save room room3.crm; details below
room3.asc(138): Error (line 138): buffer exceeded: you probably have a missing closing bracket on a previous line
WHY ??
please help me fast!
J-
Can you post the whole room 3 script? And did you have a look at line 138 and everything relevant before that?
// room script file
function oSteelBar_PickUp()
{
player.Move(180, 165);
oSteelBar.Visible = false;
player.AddInventory(iSteelBar);
}
function oObject1_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oObject1_Look()
{
cCharacter.Say("It's a blue screwdriver");
}
function oObject1_PickUp()
{
dCantReach.Start();
}
function oObject1_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oObject1_UseInv()
{
player.Move(50, 206);
if (player.ActiveInventory == iGrabber){
Display("Yes! I got it!");
player.AddInventory(iScrewdriver);
oObject1.Visible = false;
}}
function oSteelBar_Look()
{
cCharacter.Say("It's a broken steel bar.");
}
function oSteelBar_UseInv()
{
dUseInv.Start();
}
function oObject0_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oObject0_Look()
{
cCharacter.Say("It's a brick almost falling from the wall.");
}
function oObject0_PickUp()
{
dBrickOnWall.Start();
}
function oObject0_UseInv()
{
if (player.ActiveInventory == iScrewdriver){
player.Move(123, 165);
Display("I got it from the wall!");
player.AddInventory(iBrick);
oObject0.Visible = false;
oHole.Visible = true;
}
}
function oHole_Look()
{
cCharacter.Say("Its a hole on the wall.");
}
function oHole_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function oHole_UseInv()
{
cCharacter.Say(That won't work.)
}
function oHole_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oHole_Interact()
{
Display("I can feel a table.");
Display("And that's something there.");
Display("Got it!.");
player.AddInventory(iRustyOldKey);
oHole.Visible = false;
}
function oLock_UseInv()
{
if (player.ActiveInventory == iRustyOldKey){
Display("Ops!");
Display("Dammit! The key is broken!");
player.LoseInventory(iRustyOldKey);
player.AddInventory(iHalfKey);
oLock.Visible = false;
oLock2.Visible = true;
}
}
function oLock2_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oLock2_Look()
{
cCharacter.Say("It's an old lock.");
}
function oLock2_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function oLock2_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oLock2_UseInv()
{
if (player.ActiveInventory == iImprovisedKey){
Display("Got it! Finnaly i will escape from that dungeon!");
oLock2.Visible = false;
oLock3.Visible = true;
oDoor.Visible = true;
}}
function hDoor_Look()
{
cCharacter.Say("It's an old steel door.");
}
function hDoor_Interact()
{
cCharacter.Say("That door needs a key.");
}
function hDoor_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function hMetaltube_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function hMetaltube_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function hMetaltube_Look()
{
cCharacter.Say("This is the damn thing that made me get in there.");
}
function hMetaltube_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function hMetaltube_UseInv()
{
cCharacter.Say("I have 100% of certain that this will not work.");
}
function hCage_Look()
{
cCharacter("It's a metal cage used to trap animals.");
}
function hCage_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function hCage_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function room_RepExec()
{
}
function oDoor_AnyClick()
{
}
function oDoor_Interact()
{
Display("I hope that door leave's to an exit.");
FadeOut(10);
player.ChangeRoom(4, 50, 190);
}
this is the full code, and well, i never got that error message! And if i delete some of the script that i think its causing the error, the error appear in another string!
Help Me!
J-
In line 113 you have:
cCharacter.Say(That won't work.)
oops...
well, i putted a ; on it and still don't fixed...
Help!
If you look in your oHole_UseInv function, you'll see the line that Khris is talking about. It is missing speech marks around the text.
Oh YEAH! Now i got it! it have MUCH errors on the talking lines! I corrected them all!
Thanks!