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-|script|powerup-headshot|32767
{
    end;

OnCast:
    if(call("boss_powerup_checks")) end;
    if (getmapflag(getmap(), MF_TOWN)) goto L_Fail_town;
    set @target_id, getcharid(3, @args$);
    if (@target_id < 1 || !(isloggedin(@target_id)) || get(INVISIBLE, @target_id) == 1) goto L_Fail_target;
    if (distance(BL_ID, @target_id) > 9) goto L_Too_far;
    if ((get(Hp, @target_id)) < 1) goto L_Too_dead;      // Do not touch dead
    if (target(BL_ID, @target_id, 0x20) != 0x20) goto L_No_los;
    set @_M_BLOCK, 1; // block casting, until the timer clears it
    addtimer 16000, "Magic Timer::OnClear"; // set the new debuff
    sc_start SC_COOLDOWN, 16000, 0, BL_ID;

    misceffect FX_MEDIUM_EXPLOSION, strcharinfo(0);
    misceffect FX_CHANNELLING_CAST_RED, @target_id;
    set @tgthp, (get(Hp, @target_id) / 2);
    set Sp, 1, @target_id;              // Hurt target
    if (@tgthp < 1500) set @tgthp, 1;   // Boss or not? (>3000 HP)
    set Hp, @tgthp, @target_id;         // Hurt target
    message strcharinfo(0, @target_id), "[boss-headshot] : "+strcharinfo(0, BL_ID)+" shot you!";
    set @tgthp, 0;
    end;

L_Fail_town:
    message strcharinfo(0), "[boss-headshot] : not allowed in towns!";
    end;

L_Fail_target:
    message strcharinfo(0), "[boss-headshot] : need valid target (player).";
    end;

L_Too_far:
    message strcharinfo(0), "[boss-headshot] : target is too far away.";
    end;

L_Too_dead:
    message strcharinfo(0), "[boss-headshot] : why shoot already dead?!";
    end;

L_No_los:
    message strcharinfo(0), "[boss-headshot] : no line of sight to target";
    end;

OnInit:
    set .school, SKILL_MAGIC;
    set .invocation$, chr(MAGIC_SYMBOL) + "headshot"; // used in npcs that refer to this spell
    void call("magic_register", "OnCast");
    set .level, 0;
    set .exp_gain, 0;
    end;
}