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// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Grenades workaround
// 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);
.@f$=getarg(2, "filter_notboss");
getmapxy(.@m$, .@x, .@y, 0);
.@c=getunits(BL_MOB, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
.@hp=getunitdata(.@mbs[.@i], UDT_HP);
.@dm=max(1, .@hp*(10000-.@d)/10000);
if (getarg(2, false))
.@dm=max(1, .@hp-.@d);
if (callfunc(.@f$)) {
//debugmes "Hitting monster (%d hp) for %d damage", .@hp, .@dm;
setunitdata(.@mbs[.@i], UDT_HP, .@dm);
specialeffect(FX_ATTACK, AREA, .@mbs[.@i]);
}
}
return;
}
// areasc(range, time, sc, bl, value, filter, target, chances)
// Defaults to 3x3 square, sleep mob for 500ms. Ignores you.
// Centered on player attached, 100% success chance
// Need a player caster. Valid BL: BL_MOB | BL_PC | BL_HOM | BL_MER
function script areasc {
.@r=getarg(0, 3);
.@d=getarg(1, 500);
.@s=getarg(2, SC_SLEEP);
.@b=getarg(3, BL_MOB);
.@val=getarg(4, 1);
.@f$=getarg(5, "filter_notme");
.@t=getarg(6, playerattached());
.@sr=getarg(7, 10000);
getmapxy(.@m$, .@x, .@y, getunittype(.@t), .@t);
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
sc_start .@s, .@d, .@val, .@sr, SCFLAG_NONE, .@mbs[.@i];
specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
}
return;
}
// areasc2(map, x, y, {range, time, sc, bl, value, filter}) - can be used by NPC
// Valid BL: BL_MOB | BL_PC | BL_HOM | BL_MER
function script areasc2 {
.@m$=getarg(0);
.@x=getarg(1);
.@y=getarg(2);
.@r=getarg(3, 3);
.@d=getarg(4, 500);
.@s=getarg(5, SC_SLEEP);
.@b=getarg(6, BL_MOB);
.@val=getarg(7, 1);
.@f$=getarg(8, "filter_always");
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
sc_start .@s, .@d, .@val, 10000, SCFLAG_NONE, .@mbs[.@i];
specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
}
return;
}
// areasc3(range, time, sc, bl, val1, val2, filter)
// Defaults to 3x3 square, sleep mob for 500ms. Ignores you.
// Need a player caster. Valid BL: BL_MOB | BL_PC | BL_HOM | BL_MER
function script areasc3 {
.@r=getarg(0, 3);
.@d=getarg(1, 500);
.@s=getarg(2, SC_SLEEP);
.@b=getarg(3, BL_MOB);
.@v1=getarg(4, 1);
.@v2=getarg(5, 1);
.@f$=getarg(6, "filter_notme");
getmapxy(.@m$, .@x, .@y, 0);
.@c=getunits(.@b, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
// Filtering
if (!callfunc(.@f$, .@mbs[.@i]))
continue;
sc_start2 .@s, .@d, .@v1, .@v2, 10000, SCFLAG_NONE, .@mbs[.@i];
specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
}
return;
}
// massprovoke(range, {map, x, y}) - player only
function script massprovoke {
getmapxy(.@m$, .@x, .@y, 0);
.@r=getarg(0, 3);
.@m$=getarg(1, .@m$);
.@x=getarg(2, .@x);
.@y=getarg(3, .@y);
.@c=getunits(BL_MOB, .@mbs, false, .@m$, .@x-.@r, .@y-.@r, .@x+.@r, .@y+.@r);
for (.@i = 0; .@i < .@c; .@i++) {
//sc_start .@s, .@d, 1, 10000, SCFLAG_NONE, .@mbs[.@i];
aggravate .@mbs[.@i];
specialeffect(FX_MAGIC, AREA, .@mbs[.@i]);
}
return;
}
// TODO: Maybe we could use areasc() with a special check
// To force the implementation of guild skills... (Yet another script based)
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