//:://///////////////////////////////////////////// //:: Name: elv_guildchecker //::////////////////////////////////////////////// /* Provides a function for each guild, to determine if a given account name belongs to a certain guild. NOTE: When adding/removing account names from this script, YOU MUST COMPILE THE FOLLOWING SCRIPTS: update_pc m_onplayerdeath */ //::////////////////////////////////////////////// //:: Created By: Elvin //:: Created On: 06-Oct-2004 //::////////////////////////////////////////////// string sRulesJrnl = "guildrules"; // Added effect variables here to make easier to change if need be for new guilds. SoulFlame effect eBane1 = EffectVisualEffect(VFX_DUR_IOUNSTONE_GREEN); effect eBane2 = EffectVisualEffect(VFX_DUR_FLIES); effect eAoD = EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW); // String variables for Guild house key tags. string kLeader = "GldLdrKey"; string kBane = "BaneKeyNOD"; int IsLodDM(string sAccountName) { // Active DM list if (sAccountName == "somedm1" // || //Beld ) { return TRUE; } else return FALSE; } int IsBane(string sAccountName) { //Banes: if(// High Priests sAccountName == "SoulFlames Paradox1" // || ) { return TRUE; } else return FALSE; } int IsAoD(string sAccountName) { //AoD: if(sAccountName == "AoD") { return TRUE; } else return FALSE; } int IsGuildLeader(string sAccountName) { // Marks the Player Name as being a guild leader. // To be used in various scripts pertaining to the new Guild Rules if (sAccountName == "daniel19861"// || //Bane ) { return TRUE; } else return FALSE; } int IsGuildMember(string sAccountName) { // Marks the Player Name as being a guild member. // To be used in various scripts pertaining to the new Guild Rules if (IsBane(sAccountName)) return TRUE; else return FALSE; } string IsGuildName(string sAccountName) { // Marks the Player Name as being a guild member. // To be used in various scripts pertaining to the new Guild Rules if (IsBane(sAccountName)) return "Bane"; else return "No Guild Affiliation"; } void ApplyGuildAura(string sActName, object oPlayer) { //Banes: if(IsBane(sActName)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eBane1), oPlayer); if (IsGuildLeader(sActName)) ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eBane2), oPlayer); } //AoD: if(IsAoD(sActName)) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eAoD), oPlayer); } }