Buffer exceeded problem

Started by Jakerpot, Tue 27/01/2009 16:23:19

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Jakerpot

Hello everybody! I can't figure this out:

Code: ags

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-



Matti

Can you post the whole room 3 script? And did you have a look at line 138 and everything relevant before that?

Jakerpot

Code: ags

// 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-



Khris

In line 113 you have:
cCharacter.Say(That won't work.)


Jakerpot

#4
oops...
well, i putted a ; on it and still don't fixed...
Help!



Pumaman

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.

Jakerpot

Oh YEAH! Now i got it! it have MUCH errors on the talking lines! I corrected them all!
Thanks!



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