//::///////////////////////////////////////////////
//:: Detect Undead
//:: NW_S0_DetctUndd.nss
//:://////////////////////////////////////////////
/*
    Allows the mage to sense undead creatures
*/
//:://////////////////////////////////////////////
//:: Created By: Jesse Reynolds (JLR - OEI)
//:: Created On: June 12, 2005
//:://////////////////////////////////////////////


// JLR - OEI 08/23/05 -- Metamagic changes
#include "nwn2_inc_spells"


#include "jx_inc_magic"
#include "x2_inc_spellhook" 

void mainSpell();
void main()
{
	AssignCommand(JXGetCaster(), mainSpell());
}

void mainSpell()
{

/* 
  Spellcast Hook Code 
  Added 2003-06-23 by GeorgZ
  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
        { JXPostSpellCastCode(); return; }
    }

// End of Spell Cast Hook


    //Declare major variables
    object oTarget = JXGetSpellTargetObject();
    int nCasterLvl = JXGetCasterLevel(OBJECT_SELF);
    float fDuration = TurnsToSeconds(nCasterLvl);

    //Enter Metamagic conditions
    fDuration = ApplyMetamagicDurationMods(fDuration);
    int nDurType = ApplyMetamagicDurationTypeMods(DURATION_TYPE_TEMPORARY);

    //Fire cast spell at event for the specified target
    SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, JXGetSpellId(), FALSE));

    //effect eVis = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT);	// NWN1 VFX
    //effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);	// NWN1 VFX
    effect eDur = EffectVisualEffect( VFX_DUR_SPELL_DETECT_UNDEAD );	// NWN2 VFX
    effect eSight = EffectDetectUndead();
    effect eLink = EffectLinkEffects(eDur, eSight);
    //eLink = EffectLinkEffects(eLink, eDur);

    //Apply the VFX impact and effects
    JXApplyEffectToObject(nDurType, eLink, oTarget, fDuration);

	JXPostSpellCastCode();
}
