-|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; }