//::///////////////////////////////////////////////
//:: Web
//:: NW_S0_Web.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Creates a mass of sticky webs that cling to
    and entangle target who fail a Reflex Save
    Those caught can make a new save every
    round.  Movement in the web is 1/6 normal.
    The higher the creatures Strength the faster
    they move out of the web.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 8, 2001
//:://///////////////////////////////////////////

//:: modified by mr_bumpkin  Dec 4, 2003
#include "prc_alterations"

#include "x2_inc_spellhook"

void main()
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);
/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables including Area of Effect Object
    effect eAOE = EffectAreaOfEffect(AOE_PER_WEB,"nw_s0_weba","nightsh_webb","nw_s0_webc");

    location lTarget = GetSpellTargetLocation();
    int nDuration = GetLevelByClass(CLASS_TYPE_NIGHTSHADE,OBJECT_SELF)*2;

    int nMetaMagic = PRCGetMetaMagicFeat();
    //Make sure duration does no equal 0
    if (nDuration < 1)
    {
        nDuration = 1;
    }

    //Create an instance of the AOE Object using the Apply Effect function
    ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
}

