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Area spells like Flash, Earthquake, Qorbane, etc had an accidental
ability to instantly and completely report everyone in the room without
even casting - the attempted caster would receive a list of "Hey! You
almost hit NAME".

I created a new viReport variable that can be turned to FALSE to stop
those messages, and set it to FALSE for all relevant spells. They now
simply say there are no proper targets; they do not list every player in
range.

Furthermore, I put in a small function to prevent harmful area
enchantments from being cast in guildhalls.

Together, this eliminates all the text-based unintended 'tricks' that
are primarily used to guarantee the security of one's guildhall.

Players are currently able to simply assign flash, earthquake, or mana bomb to a hotkey, and just tap it repeatedly in halls or city zones to remain completely aware of any player, invisible, morphed, etc. This is strange, and gives vets that are 'in the know' a 100% secure way to access guildhalls (you can guarantee nobody is around).

As for the harmful area enchantments in guildhalls, those could also be used to determine if someone else was in the hall even without reports, revealed purely by the inability to cast the spell. Harmful AEs like Sandstorm and Qorbane can also be used to attack players inside a hall from the foyer. I figured, let's get two birds with one stone on that, and just prevent the AEs inside a hall. It makes sense, since the foyer already protects players within from Earthquake and wall spells.

This is also a precursor to boosting halls in some as yet undetermined manner. We'd all like to make guildhalls great again, but things like this need to be fixed first for future dynamics to be at all robust.