//:://///////////////////////////////////////////// //:: Cure Critical Wounds //:: NW_S0_CurCrWn //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* // As cure light wounds, except cure critical wounds // cures 4d8 points of damage plus 1 point per // caster level (up to +20). */ //::////////////////////////////////////////////// //:: Created By: Noel Borstad //:: Created On: Oct 18, 2000 //::////////////////////////////////////////////// //:: VFX Pass By: Preston W, On: June 20, 2001 //:: Update Pass By: Preston W, On: July 26, 2001 #include "NW_I0_SPELLS" #include "hos_alignment" void main() { object oMe=OBJECT_SELF; object oTarg=GetSpellTargetObject(); effect eDmg=EffectDamage(d8(4)); if (GetLocalString(oMe,"sTeamID")!=GetLocalString(oTarg,"sTeamID")&&GetRacialType(oTarg)!=RACIAL_TYPE_UNDEAD&&GetMaster(oTarg)!=oMe) AdjustAlignmentPartyProtected(oMe,ALIGNMENT_GOOD,1); if (GetLocalInt(oTarg,"nIsVampire")!=TRUE&&GetRacialType(oTarg)!=RACIAL_TYPE_UNDEAD&&!GetLocalInt(oTarg,"bUndead")) spellsCure(d8(4), 20, 32, VFX_IMP_SUNSTRIKE, VFX_IMP_HEALING_G, GetSpellId()); else ApplyEffectToObject(DURATION_TYPE_INSTANT,eDmg,oTarg,1.0); }