Objects with events are those objects that make up the bulk of NWN. By giving these objects events, the programmers of NWN allow script writers to interact and respond with PCs and other objects by assigning different scripts to each event.
Order of Events Note
There are several events that have a specific order that may be worth noting. For a Player entering a module it will do this:
- OnAcquireItem (clothing)
- OnPlayerEquipItem (clothing)
- [repeat for all inventory items in slot order]
- Area OnEnter
Note there are some known bugs with some of these events, see their pages for details.
Object Event Categories
There are two main types of scripts which run but may be on a variety of objects and are triggered by their respective actions taking place:
Spell Script - Called when a spell is cast, referenced in spells.2da
State Script - Called for (most) disabling effects, such as Fear.
There are also scripts attached to conversations which can occur in many ways:
Conversation Conditional Script
Finally there is one more script run for Diseases if specified in disease.2da
Crafting Skills Conversation
Finally a possibly regularly ignored potential way the game runs scripts is player-initiated hardcoded dialogue file for "Crafting Skills" in the radial menu. The file x0_skill_ctrap.dlg is called when this is selected. In fact with newer NWN:EE functions you can make that chosen option an even more accessible option to open a conversation. The conversation is done with self, and is private, with no "Hello" greeting.
This dialogue file can be opened in the Toolset and be edited to suit (eg removing the contents).
This category has the following 9 subcategories, out of 9 total.
- ► Area Events (4 P)
- ► Creature Events (14 P)
- ► Door Events (13 P)
- ► Encounter Events (5 P)
- ► Merchant Events (2 P)
- ► Module Events (20 P)
- ► Placeable Events (13 P)
- ► Trap Events (2 P)
- ► Trigger Events (6 P)
Pages in category "Events"
The following 55 pages are in this category, out of 55 total.