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Scripting Events
Scripting events have 3 properties:
The Moment and Condition in Which They Are Called (Event Name)
The Event System Used (Event Type)
This determine how to register the event and access the parameters.
The Script to Execute
This is your script or someone else script that you registered to a specific event to perform a specific behaviour on specific objects.
Event Systems
Blueprints Events
Those are the base game events, blueprints have a specific field for them and their parameter can be accessed with specific NWscript functions. They have not been changed so you will have to google for more documentation, here's a place to start:
https://nwn.fandom.com/wiki/Event
New Internal Events
Sinfar server side plugin adds many new events, they can be script_based or variable_based. Here's the list:
Variable Name | Description | Caller | Parameters | Return Value / BypassEvent() Result | Example |
EVENT_CANUSE | Called before determining if can item can be used or not. | The Item | 0: The item possessor | Boolean: Weather or not the item can be used (SetEventResultInt(TRUE or FALSE)) | scroll_w_canuse |