Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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