// 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)