...
| Script | Object Type | Event | Description |
|---|---|---|---|
| nw_d2_female | n/a | Starting Conditional | Use in a conversation file to check if the PC is female. |
| nw_d2_male | n/a | Starting Conditional | Use in a conversation file to check if the PC is male. |
| nw_g0_charm | Creature | OnHeartbeat | Default handler for any creature hit with the charm effect. |
| nw_g0_confuse | Creature | OnHeartbeat | Default handler for any creature hit with the confuse effect. |
| nw_g0_convdoor | Door | OnFailToOpen | Makes a placeable start a coversation with a PC. |
| nw_g0_coversat | Creature | n/a | Default handler - runs when a creature is clicked on by the PC to initiate a conversation. |
| nw_g0_convplac | Placeable | OnUsed | Makes a placeable start a coversation with a PC. |
| nw_g0_transition | Door | n/a | Default transition handler - runs when the OnAreaTransitionClick event is called unless another script is specified in the door's blueprint. |
| nw_g0_dominate | Creature | OnHeartbeat | Default handler for any creature hit with the dominate effect. |
| nw_g0_fear | Creature | OnHeartbeat | Default handler for any creature hit with the fear effect. |
| nw_g0_sleep | Creature | OnHeartbeat | Default handler for any creature hit with the sleep effect - creature sends a shout asking allies for help. |
| nw_walk_wp | n/a | n/a | Default script assigned to the Normal and Aborted parameters on the Current File tab of a conversation - creature will resume walking waypoints if assigned. |
| x0_c2_spwn_corp | Creature | OnSpawn | Turns a creature into a decorative corpse (e.g. a placeable). All other AI script slots should be empty. |
| x0_c2_spwn_cowrd | Creature | OnSpawn | Makes a creature flee enemies. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9). |
| x0_c2_spwn_defn | Creature | OnSpawn | Makes a creature use defensive tactics in combat. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9). |
| x0_c2_spwn_l**** | Creature | OnSpawn | Turns a creature into a lootable corspe (generates LOW, MEDIUM, HIGH, or UNIQUE treasure). All other AI script slots should be empty. Part of the XP1 Random Treasure System (see x0_i0_treasure). |
| x0_c2_spwn_loot | Creature | Onspawn | Turns a creature into a lootable corpse. All other AI script slots should be empty. |
| x0_c2_spwn_rang | Creature | OnSpawn | Makes the creature a ranged attacker - creature will attempt to stay a ranged attack distance and use missile weapons. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9). |
| x0_d1_cast**** | n/a | Action Taken | Use in a conversation to tag the NPC as having cast a spell - uses SetLocalInt(OBJECT_SELF, "Deekin_Spell_Cast", <SpellId>); |
| x0_d1_did**** | n/a | n/a | Use in a conversation to shift the PC's alignment - has a variety of amounts divided into TINY, SMALL, MEDIUM, LARGE, and HUGE. |
| x0_d1_g1_**** | n/a | Action Taken | Use in a conversation to make the PC play an emote animation and voice chat sound. |
| x0_d1_g2_**** | n/a | Action Taken | Use in a conversation to make the PC play an animation and voice chat sound. |
| x0_d1_hen_**** | n/a | Action Taken | Use in a henchman conversation to make the NPC activate a mode (detect, stealth, etc.). |
| x0_d2_has**** | n/a | Starting Conditional | Use in a conversation file to check if a creature the NPC has a certain spell memorized. |
| x0_d2_is**** | n/a | Starting Conditional | Use in a conversation to check the PC's status - ony alignment or relationship (friend or enemy) with the NPC. |
| x0_d2_sk**** | n/a | Starting Conditional | Use in a conversation to check if the PC has passed a skill check (uses the AutoDC function to check against EASY, MEDIUM, or HARD difficulties) |
| x1_<skill>_**** | n/a | Starting Conditional | Use in a conversation to check if the PC has passed a skill check (uses the AutoDC function to check against EASY, MEDIUM, or HARD difficulties) |
| x2_d2_s_**** | n/a | Starting Conditional | Use in a conversation file to check if a the PC has a certain spell memorized. |
| x2_it_example | Item | All | Example script for handling Item events. Edit a copy and save as the tag of the item you wish to create custom events for. |
| x2_<skill>_**** | n/a | Starting Conditional | Use in a conversation to check if the PC has passed a skill check (uses various AutoDC functions to check against EASY, MEDIUM, or HARD difficulties) |
| x2_mod_def_load | Module | OnModuleLoad | Default handler for modules that do NOT use horses. |
| x3_mod_def_hb | Module | OnHeartbeat | Optional handler for modules with horses enabled - handles the adjustments for the Mounted Combat feat. This script is not assigned to the module by default. |
| x3_mod_def_load | Module | OnModuleLoad | Optional handler for modules to enable horses. This script is not assigned by default. |
...