Author Topic: Script Events: NWN comparison

Dark_Ansem

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#1436 February 25, 2019, Monday, 12:43 pm
So, what sort of events can we expect to be able to launch a script from?
In NWN, we could have different ones depending on the objects, here have the examples

NPCs
Quote
OnBlocked

OnCombatRoundEnd

OnConversation

OnDamaged

OnDeath

OnDisturbed

OnHeartbeat

OnPerception

OnPhysicalAttacked

OnRested

OnSpawn

OnSpellCastAt

OnUserDefined

Areas (the local area, like a town)
 
Quote
OnEnter

OnExit

OnHeartbeat

OnUserDefined

The Module itself ( the entire campaign basically)
Quote
OnAcquireItem

OnActivateItem

OnClientEnter

OnClientLeave

OnCutsceneAbort

OnHeartbeat

OnModuleLoad

OnPlayerChat

OnPlayerDeath

OnPlayerDying

OnPlayerEquipItem

OnPlayerLevelUp

OnPlayerRespawn

OnPlayerRest

OnPlayerUnEquipItem

OnUnAcquireItem

OnUserDefined

Placeable
Quote
OnClose

OnDamaged

OnDeath

OnDisturbed

OnHeartbeat

OnLock

OnOpen

OnPhysicalAttacked

OnSpellCastAt

OnUnlock

OnUsed

OnUserDefined

Doors
Quote
OnAreaTransitionClick

OnClose

OnDamaged

OnDeath

OnFailToOpen

OnHeartbeat

OnLock

OnOpen

OnPhysicalAttacked

OnSpellCastAt

OnUnlock

OnUserDefined

Triggers
Quote
OnAreaTransitionClick

OnClick

OnEnter

OnExit

OnHeartbeat

OnUserDefined

Mostly quite clear, but here is a quick lexicon of the ambiguous ones
  • OnHeartbeat: every six seconds (the span of a combat round in NWN);
  • OnDisturbed:  when the inventory of the object is changed at all. The inventory can be disturbed by a pickpocket attempt or the removal of items from a placeable object;
  • OnBlocked: when a creature is blocked by a door;
  • onAreaTransition: when the PC enters an area transition.
One who knows nothing can understand nothing.