Posters Name: Kagato
Posters Email: kagato@mwgl.org
Subject: Neverwinter Nights Scripting
News:
Neverwinter Nexus has posted a Q&A session with BioWare's Mark Brockington about the scripting methods they use in Neverwinter Nights. Check it:
Q: What will the syntax and structure of NWScript be like?Can you say sweeeeet! Talk about one customizable game - cannot wait to get my hands on this one!
A: The syntax of NWScript, in large part, resembles C with some of the extensions/restrictions imposed by Java. We allow for variables, user-defined functions and structures. There are some key features of C/Java that are missing: these include arrays, pointers, call-by-reference semantics and classes.
Each script, in a very similar way to a C program, starts with a "void main()" function, and can go to any user-defined functions within that script, or access any of the functions that we've exposed to the end-user.
At last count, there are over 700 constants in the NWScript language definition file, and over 250 functions for accessing variables and actions on objects in the game world.