Further file organization

Further file organization
This commit is contained in:
Jaysyn904
2023-08-23 22:11:00 -04:00
parent 3062876237
commit d87fe14826
22364 changed files with 0 additions and 3253 deletions

View File

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/*:://////////////////////////////////////////////
//:: 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"));
}
}
}