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// 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;
}
// TODO: Should not affect boss
// smoke_grenade(range, time) - defaults to 3x3 square, stun for 500ms.
function script smoke_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++) {
sc_start SC_SLEEP, .@d, 1, 10000, SCFLAG_NONE, .@mbs[.@i];
specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
}
return;
}
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