/*::////////////////////////////////////////////// //:: Spell Name Alarm : Auidible : On Enter //:: Spell FileName phs_s_alarm1a //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Audible version. If enemy or neutral, signal event. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // AOE check if(!PHS_CheckAOECreator()) return; //Declare major variables int nCnt; float fDelay; object oTarget = GetEnteringObject(); object oCreator = GetAreaOfEffectCreator(); // Faction stuff. It doesn't get removed until the duration runs out too. if(!GetFactionEqual(oTarget, oCreator)) { // Fire cast spell at event for the target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ALARM); // Speakstring for AI. SpeakString("NW_CALL_TO_ARMS", TALKVOLUME_SILENT_TALK); // Alarm activated string, which should pop up in clients text's boxes. SpeakString("Alarm Bells Sound"); // 5 lots of bells. PlaySound("nw_bells"); // fDelay starts as 0.0, and immediantly adds 0.2. for(nCnt = 1; nCnt < 5; nCnt++) { fDelay += 0.2; DelayCommand(fDelay, PlaySound("nw_bells")); } } }