Do you have items or mobs with those names? AegisNames in the Item DB and SpriteNames in the mob DB are used by the script engine for things like
getitem Red_Potion, 1;monster "prontera", 150, 150, "Pink Jelly", PORING, 1;and as such, they can't be duplicate (and can't be the same as script variables.
The first error is telling you that you have a something with the same name as the 'monster' script command. You can safely ignore it, but if you want to silence it, find this code in script.c:
#ifdef ENABLE_CASE_CHECK if( (strncmp(p, ".@", 2) == 0) ) // Local scope vars are checked separately to decrease false positives existingentry = script->local_casecheck.add_str(p); else { existingentry = script->global_casecheck.add_str(p); if( existingentry ) { if( strcasecmp(p, "disguise") == 0 || strcasecmp(p, "Poison_Spore") == 0 || strcasecmp(p, "PecoPeco_Egg") == 0 || strcasecmp(p, "Soccer_Ball") == 0 || strcasecmp(p, "Horn") == 0 || strcasecmp(p, "Treasure_Box_") == 0 || strcasecmp(p, "Lord_of_Death") == 0 ) // Known duplicates, don't bother warning the user existingentry = NULL; } } if( existingentry ) { DeprecationWarning2("script_add_str", p, existingentry, script->parser_current_file); // TODO }#endif // ENABLE_CASE_CHECKand add another '|| strcasecmp(p, "monster") == 0' to the condition.Or simply rename your variable/item's AegisName to something else if you prefer not to make a source edit for this.
Second error is usually because of a mob named EMPERIUM. Rename it to MY_EMPERIUM, or EMPERIUM_, so that it won't conflict with the 'Emperium' item AegisName.
In any case, I improved a little the error reports, so that it no longer shows the last script it parsed, when it doesn't have any idea about the error source.