RATDOG/_module/nss/nw_s0_curlgtw.nss
Jaysyn904 0f13e6c538 Initial module commit
Initial module commit.
2021-08-29 23:34:48 -04:00

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//::///////////////////////////////////////////////
//:: Cure Light Wounds
//:: NW_S0_CurLgtW
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
// When laying your hand upon a living creature,
// you channel positive energy that cures 1d8 points
// of damage plus 1 point per caster level (up to +5).
// Since undead are powered by negative energy, this
// spell inflicts damage on them instead of curing
// their wounds. An undead creature can attempt a
// Will save to take half damage.
*/
//:://////////////////////////////////////////////
//:: Created By: Brennon Holmes
//:: Created On: Oct 12, 2000
//:: Modified: 69MEH69 JUL2003 Henchman bleeding
//:://////////////////////////////////////////////
//:: Update Pass By: Preston W, On: July 26, 2001
#include "69_hench_lib"
#include "NW_I0_SPELLS"
void main()
{
object oTarget = GetSpellTargetObject();
string sTag = GetTag(oTarget);
object oArea = GetArea(oTarget);
int nCHP = GetLocalInt(oArea, "nCHP" +sTag);
int nCure = d8(1);
spellsCure(nCure, 5, 8, VFX_IMP_SUNSTRIKE, VFX_IMP_HEALING_S, GetSpellId());
if(GetIsHenchmanDying(oTarget) && GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
SetLocalInt(oArea, "nCHP" +sTag, nCHP + nCure);
}
}