
OnHeartbeat: A script which periodically fires on areas, modules and creatures which can be used to check state. For each of these events a script can be designated to fire when this event occurs, thus allowing the designer to take appropriate action in response to what is happening in the adventure. These scripts can be used to control aspects of the adventure, react to events which occur during play, facilitate actions during conversations and handle requests in the form of callbacks from the user interface.Īlmost all objects within the game, including areas and the module itself have a series of events. Image of the Electron Toolset Script EditorĪ source code editor used to write scripts using the NWScript language. Trees: Tree objects which are rendered using SpeedTree. Waypoints: Invisible objects used as place markers for important locations within an area (Can be used by scripts). Sounds: Invisible objects which cause a sound to be heard when characters are within the specified range.
Encounters: Invisible polygons which spawn creatures when characters cross their border. Triggers: Invisible polygons which run scripts when characters crosses their border (including traps). Placeables: Objects which characters can interact with or which are used to enhance the appearance of an area. Doors: Objects used for blocking passage to other areas. Creatures: Beings which the character can interact with or enter into combat with. Items: Objects which can be held and used by player characters and creatures. With this editor you are able to place and configure all of the visual objects that can be seen in the game including: Image of the Electron Toolset Visual Terrain EditorĪ visual editor which allows you to create heightmaps for exterior areas or tile-based maps for interior areas of the game world.
The toolset itself consists of a set of components, each of which are responsible for creating or managing a different aspect of the adventure