// TMW2 scripts. // Authors: // Jesusalva // Description: // Grenades workaround // Main loop - TODO: Should not affect boss // grenade(range, damage - in 0.01%, flag) - defaults to 3x3 square, with 5% damage. // If flag is set, damage will be deemed to be absolute values. function script grenade { .@r=getarg(0, 3); .@d=getarg(1, 500); getmapxy(.@m$, .@x, .@y, 0); .@c=getunits(BL_MOB, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r); for (.@i = 0; .@i < .@c; .@i++) { .@hp=getunitdata(.@mbs[.@i], UDT_HP); .@dm=max(1, .@hp*(10000-.@d)/10000); if (getarg(2, false)) .@dm=max(1, .@hp-.@d); //debugmes "Hitting monster (%d hp) for %d damage", .@hp, .@dm; setunitdata(.@mbs[.@i], UDT_HP, .@dm); specialeffect(FX_ATTACK, AREA, .@mbs[.@i]); } return; }