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+//===== Hercules Script =======================================
+//= Sample: Duplicate Test
+//===== By: ==================================================
+//= Hercules Dev Team
+//===== Current Version: =====================================
+//= 20140320
+//===== Description: =========================================
+//= An example of how duplicate NPCs are handled:
+//= NPC variables are shared between all duplicates.
+//= In this sample, to get the NPC coordinate, has to trigger OnTouch
+//= Duplicates always override the source NPC's trigger area (even 0x0).
+//= 'OnInit' loads the main npc last, for some reason. (check with debugmes)
+//============================================================
+
+- script Test Script -1,1,1,{
+ mes "Hi.";
+ mes "My coords are "+ .map$ +", "+ .x +"/" +.y ;
+ close;
+
+OnInit:
+ getmapxy(.map$, .x, .y, 1);
+ debugmes strnpcinfo(0);
+ end;
+
+OnTouch:
+ getmapxy(.map$, .x, .y, 1);
+ emotion e_scissors;
+ end;
+}
+
+prontera,150,175,4 duplicate(Test Script) Test1 4_PORING
+prontera,155,175,4 duplicate(Test Script) Test2 4_PORING,2,2
+prontera,160,175,4 duplicate(Test Script) Test3 4_PORING,3,3