rathena/doc/sample/npc_test_duplicate.txt
Atemo ea88ea5054
Emoticons constant name (#2527)
This PR change the emoticons constant name to match emoticonlist from client side.
Note: the previous emoticons names are now deprecated.

Additionnally emotion and unitemote scripts commands are being merged together to the new format
-> emotion <emotion number>{,<target>};
Where target use the target Game ID (GID) of the unit (npc, pet, character etc..).

* unitemote is now deprecated.
* Additionnally fixed incorrect variable in quests_brasilis.txt

Thanks to @aleos89 and @Lemongrass3110 !
2017-11-10 18:35:21 +01:00

33 lines
1.0 KiB
Plaintext

//===== rAthena Script =======================================
//= Sample: Duplicate Test
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 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 ET_SCISSOR;
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