//===== Hercules Script =======================================
//= Sample: Duplicate Test
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20070915
//===== Description: =========================================
//= An example of how duplicate NPCs are handled:
//= NPC variables are shared between all duplicates.
//= Each duplicate knows its own map coordinates.
//= Duplicates always override the source NPC's trigger area (even 0x0).
//= 'OnInit' loads the middle Poring last, for some reason.
//============================================================
- script Test Script -1,1,1,{
mes "Hi.";
mes "My coords are "+ .map$ +", "+ .x +"/" +.y ;
close;
OnInit:
getmapxy(.map$, .x, .y, 1);
end;
OnTouch:
getmapxy(.map$, .x, .y, 1);
emotion e_scissors;
end;
}
prontera,150,175,4 duplicate(Test Script) Test1 909
prontera,155,175,4 duplicate(Test Script) Test2 909,2,2
prontera,160,175,4 duplicate(Test Script) Test3 909,3,3