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NWScript allows structs, but not objects. It also allows constants with the "const" keyword. The following common data types are available in NWScript:-

  • integer (int) (32bit)

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  • float (32bit)

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  • string

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  • struct
  • vector

NWScript has also introduced some data types for purposes of the Neverwinter Nights game.- . These are in reality special structs or ID references but you can't manually alter them without script commands (eg; you can't change an effects properties without Effect* prefixed functions).

  • object (refers to game obgects, such as

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  • PC, NPC, placeable and item objects).

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  • location (refers to the in-game location of an object, consisting of an area object reference, a vector and a float describing the position and facing within the area).

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  • talent (refers to spells and abilities).

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  • vector (refers to coordinates of an object, and is a construct of three floats).

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  • itemproperty (refers to abilities on items such as weapons for use in the game).

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  • effect (refers to game-mechanics-altering effects on objects; for example effects created by spells, diseases, and displayed visual effects).
  • event (refers to calling in-game events using SignalEvent)
  • sqlquery (refers to sqlite queries)

File format

    When saving a script, the Aurora Toolset saves the plain text of the script as a file with a .nss filename extension. When compiling the script, a .ncs containing Byecode to be run on the NWScript Virtual Machine file is created. If turned on, a debug information file an .ndb extension is also created. The game uses only the .ncs file (and the .ndb file if called)

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