11/28/99 - Latest News![]()
More on Neverwinter Nights
Berendir @ 3:33 pm EST
Some more pieces of information from the Neverwinter Nights Vault
Heres something interesting on creating iteams, and scripting:
If you use the item editor in combination with the scripting language, you can make almost anything happen. For instance, you could script your module so that every time a dwarf equips the special battleaxe he inherited from his great-grandfather, the spirits of his ancestors come to fight at his side. You could even give these ancestral spirits specific roles to play in the your plot, with whatever dialog you feel is appropriate. If you care to get even more complex, you could even go as far as to say that each time one of these spirits is defeated or destroyed, the axe (and perhaps even the dwarf who wields it) loses some of its/his power and potency. With a little bit of work and scripting knowledge, some really cool stuff like this is more than possible. And, yes, anything involving scripting will be module-dependant. If this dwarf enters a module without the relevant scripting, his ancestral axe will just be another normal battle-axe +1, +2 vs giants (or whatever).
Heres info on the ability to protect doors with passwords:
I hadn't thought of it in that specific way but, yes, you certainly can. We haven't decided whether we'll be including Magic Mouth, per se, but you do the same thing with a golem of some sort or, for that matter, just script the actual door to open and close based on someone saying the appropriate word(s).