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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);

    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 (!(getunitdata(.@mbs[.@i], UDT_MODE) & 32)) { // 32 = MD_BOSS
            //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) - defaults to 3x3 square, sleep mob for 500ms.
// 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);

    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++) {
        // Never target the caster
        if (.@mbs[.@i] == getcharid(3))
            continue;
        sc_start .@s, .@d, 1, 10000, SCFLAG_NONE, .@mbs[.@i];
        specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
    }
    return;
}

// areasc2(map, x, y, {range, time, sc, bl}) - 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);

    .@c=getunits(.@b, .@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];
        specialeffect(FX_BUFF, AREA, .@mbs[.@i]);
    }
    return;
}