//===== 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