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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;
}