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//===== 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