NeverWinter Vault has collected some answers by Derrick Collins, member of the QA team about scripting in Neverwinter Nights:
Creating new classes : Short answer, this sounds like a really tricky thing to do. The classes are built into the game engine, so you won't have a way to alter any of that stuff. Without putting too much thought into this, all I can think of is you would have to script the class in your module, I.E. the new class will only exist in that module, and saving your character will not save his new class. A player could begin life as a Ranger, talk to a trainer and then become an 'Arcadian'. You won't really be able to mess with his character sheet, but you could maybe give him an amulet or something to signify his new class. Good luck with this ambitious project! :)
About scripting language : 'Its scripting language is most similar to the programing language C or C++.' Yup, but much more C than C++.
So, get comfortable with C style code, and you'll be as ready as you can be for Neverwinter scripting's syntax. I know nothing about Graal scripting, so no comment on that, but I imagine that just about any game that has a scripting language will help you get more comfoartable with the logic that will be required in making a script that does what you want it to do. |