#include "prc_inc_sp_tch" void main() { //Declare major variables object oTarget = PRCGetSpellTargetObject(); int nDamage = d6(16); effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); effect eRay; int nTouchAttack = PRCDoRangedTouchAttack(oTarget);; if (nTouchAttack > 0) { if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY)); eRay = EffectBeam(VFX_BEAM_FIRE, OBJECT_SELF, BODY_NODE_HAND); //Apply the VFX impact and effects DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7); } }