// 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; }