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What New Scripting Features are in 1.67?

By Craig Welburn

Update 1.67 for Neverwinter Nights introduces a huge list of scripting commands for the module builder who has the technical ability to make use of the new features. Scripting commands are pieces of code that create a certain effect or allow something to happen that might not be possible to create using just the Toolset drag and drop features. You might be wondering what effect on gameplay all these new scripting commands will have, especially if you don't have the burning desire to create your own module to test things out. There a number of exciting new things that can await the intrepid adventurer, if the module scripter takes advantage of these new scripting commands.

The following are but a few new things that you could encounter in your journeys.

  • You can no longer be quite so sure that areas you once thought were safe to travel in, or chests that were safe to open, remain that way when you later return, or when you play though the module a second time. And just because you bring your epic rogue through next time does not mean the traps will be any easier to deal with as they may have grown in power with your character.
  • Rogues might now find not all types of traps can be recovered and reset.
  • Doors you have bashed down in your hurry to eliminate the evil denizens of some gloomy dungeon might now may mysteriously reappear again later and lock you in, ensuring your slow, painful death.
  • Locked doors can now have specific clues for adventurers, such as "To open this magically locked door you will need to acquire, before midnight, the finger bone of a digestively challenged troll that hangs out in the Burping Beholder Inn and answers to the name of Julie." The clue and the means of opening the door can change when the adventurers return at 12:01. "Sorry Mr. Woo, your ninja skills are too slow. You must now bring me a gaggle of dire penguins from the far reaches of Neptar. Mwahahahahaha."
  • You might suddenly find your-self sprouting wings, growing a tail, losing an arm, gaining new tattoos, or your portrait mysteriously changing. (These effects could be intentional, as well, as you attempt to disguise yourself.)
  • That "Hooded Stranger" you encountered can be more affectionately referred to as "Blisstex Furry Knuckles" after you uncover his true identity.
  • The blacksmith that does some crafting work on your weapon can now also personalize it just for you. Instead of looking at that drab +1 dagger in your inventory, which lacks any type of sentimental value, it can now become "Priestly's +1 Butter Knife of Doom Spreading." A truly unique and highly prized item that no true sandwich eating adventurer could do without.
  • Mazes and other areas might become harder to navigate due to not being able to retain an explored map of an area.
  • You could encounter a house in a module with a sign outside listing it "For Sale." After purchasing the house with your hard-won loot, the sign outside your new home can now update immediately to read "Bob's House: Trespassers will be slain" while at the same time you acquire the key, aptly named "Key to Bob's house." Previously, these types of changes weren't possible unless the module builder shut down the module and added the new resources to the module. Now you can do all this while the module is still running.

View the list of scripting commands added in the 1.67 Update.


 

 

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