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Merge pull request #3138 from Asheraf/dynamicnpc
Implement Dynamic NPC's
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//===== Hercules Script ====================================== | ||
//= Sample: Dynamic NPC Call | ||
//===== By: ================================================== | ||
//= Hercules Dev Team | ||
//===== Current Version: ===================================== | ||
//= 20220501 | ||
//===== Description: ========================================= | ||
//= Contains an example of calldynamicnpc | ||
//============================================================ | ||
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prontera,155,284,4 script Teleport Service 4_M_DRZONDA01,{ | ||
switch (select("GlastHeim", "Amatsu")) { | ||
case 1: calldynamicnpc("GlastHeim Teleporter"); break; | ||
case 2: calldynamicnpc("Amatsu Teleporter"); break; | ||
} | ||
close(); | ||
} | ||
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// The source npc must have a real location in order to preserve | ||
// the view data, if you don't assign a map it will be treated as FAKE_NPC | ||
prontera,0,0,0 script GlastHeim Teleporter PORTAL,{ | ||
warp("glast_01", 200, 269); | ||
end; | ||
OnDynamicNpcInit: | ||
specialeffect(EF_ANGEL2, SELF, playerattached()); | ||
end; | ||
OnInit: | ||
// Disable the source npc just in case | ||
disablenpc(strnpcinfo(NPC_NAME)); | ||
end; | ||
} | ||
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prontera,0,0,0 script Amatsu Teleporter PORTAL,{ | ||
warp("amatsu", 197, 79); | ||
end; | ||
OnInit: | ||
disablenpc(strnpcinfo(NPC_NAME)); | ||
end; | ||
} |
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