//:://///////////////////////////////////////////// //:: 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)); }