Would you like to see more scripting and event handling functionality added to the base game?
Balanor
Member Posts: 176
It seems putting our suggestions/requests into one of the various suggestions to get a new Trello card created for them on the Input Board is not as effective as starting a poll. So I’m starting this one in an appeal for others to voice your opinion and show Beamdog there is (a hopefully significant) interest from their customers to either port or add additional scripting and event handling functionality to the base game, which is otherwise currently only available via NWNX in a multiplayer environment.
For example, porting just some of the capabilities currently only available in NWNX would allow *both* single and multiplayer module creators the ability to do things like dynamically change the race, gender, voiceset, base ability scores, skills, feats, known spells, memorized spells, and many more options for creatures and/or PCs.
In addition, there are currently NWNX-only events that, if ported, would give non-NWNX module designers the ability to control what happens in their module when a/any feat is used, an item is used, when stealth is entered (HiPS exploit handling, for example), among other events.
For example, porting just some of the capabilities currently only available in NWNX would allow *both* single and multiplayer module creators the ability to do things like dynamically change the race, gender, voiceset, base ability scores, skills, feats, known spells, memorized spells, and many more options for creatures and/or PCs.
In addition, there are currently NWNX-only events that, if ported, would give non-NWNX module designers the ability to control what happens in their module when a/any feat is used, an item is used, when stealth is entered (HiPS exploit handling, for example), among other events.
- Would you like to see more scripting and event handling functionality added to the base game?35 votes
- Yes100.00%
- No  0.00%
1
Comments
I actually think this is the most important thing Beamdog should be working on.
You never knew what you were going to get or what sort of an impact it was going to have in the hands of some inventive modder.
(For what it's worth, from my lazy perspective I think they're pretty cognizant of this and interested in both making previously NWNX-only features a part of the base game - they've already added several! - and having a healthy NWNX environment for community hacking and sharing neat crap that's outside that scope.)
-Dave
On the other hand making your own anti-cheat scripts is also possible and Beamdog could probably also softcode ELC somehow to take script originating changes into account.
I use the OnClientExit to remove a variable from the PC to ensure that the module-wide psuedoheartbeat which fires for my PCs gets stopped if that doesn't exist on them anymore.
A way to work with critical hits/death attack, HiPS, set shifter stats via scripting, and implement true casting levels for the purpose of beating SR and resisting dispel checks are just the few things I was wishing I could do earlier tonight while I was playing my mod with my son.
I understand there are things NWNX does that are just outside Beamdog's purview but scripting commands are things I care about.
Sure, - https://trello.com/c/hxOQa3Q3/135-provide-more-scripting-and-event-handling-functionality.