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