EVENT_INVALID
EVENT_SAVE_CHAR
EVENT_PICKPOCKET
EVENT_ATTACK
EVENT_EXAMINE
EVENT_TOGGLE_MODE
EVENT_STEALTH_MODE
EVENT_DEVASTATING
EVENT_UNPOLYMORPH
EVENT_TRAPTRIGGER
EVENT_ENDDIALOG
EVENT_ENDSANCTUARY
save char - for example bypass (cancel) the event if player is polymorphed (Note: no needed anymore with my fixes to polymorphing in 1.72beta)
pickpocket - i think this one is executed in the moment you click with pickpocket on a victim, not much usefull
attack - i used it for canceling attack on party members if player enabled this option in player menu, also used it in past in PvP arena module to disable attacking players outside +-5lvl range (opposed to penalizing for that)
examine - could be used to translate a note written in different language, if player knows that language you change the description of the item to english one, if not you make it foreign again, or as a trigger to something, if player examined door you trigger conversation with doors where you tell pc what he see through keyhole, etc. etc.
toggle mode - could be to alter default mode bonuses, for example if you would want to enforce 3.5 Expertise then you would apply 2 or 4AC penalty whenever E or IE is activated or to allow some custom content like item that grants +1 ac when stealthed etc.
devastating - not sure how this worked I think the devast wasnt possible to bypass so dont know what it was usefull for
unpolymorph - is possible to determine by standard means and not sure whether this one actually executed the "repolymorph" which is the problem with polymorphs (and I solved it in 1.72beta)
trap trigger - build in in toolset no idea why its added there
end dialog - same
end sanctuary - could be used to fix AI issues where they sometimes don't react after sanctuary ends
Anyway. Reading the responses, I would like to remind what I did in my Community Patch 1.72beta and NWNX_Patch + NWNCX_Patch plugin.
I have softcoded healing kits, death attack, devastating attack, animal companions, familiars. Builder can modify all these in NWScript directly, no hooking needed and works also for singleplayer (when client uses NWNCX).
As for polymorphing, I invented a new scripted "framework" (all in NWScript not using NWNX) that fixes all issues that polymorphing suffers:
- Temporary HitPoints stacking
- Losing merged itemproperties after "repolymorph" (which means that with my system its safe to export polymorphed characters)
- casting normal spells
- merged ability decreases now ignores immunity to ability decrease from shape or from other merged items
- dying after unpolymorph (and a related server crash)
- fixed prolonging the temporary shapes ad infinitum
- losing spellslots after polymorph/unpolymorph (this one requires the NWN©X running actually).
This plus new feature for builders, polymorph event, script that triggers when OnPolymorph, OnPrePolymorph, OnRePolymorph, OnUnPolymorph, these allows to dynamically (ie. without need to directly modify the scripts of the polymorph abilities) modify the stages of a polymorph, do something before it happens, after it happens, after internal repolymorph happens and after its canceled, most specifically the pre-polymorph is probably most usefull as it allows: cancel polymorphing effects completely (for example due to an immunity on such effect or because player has custom polymorph using SetAppearance and you dont want to allow change this appearance), modify the temporary hitpoints, modify the appearance (ie. if player is epic druid then dire bear is substituted with legendary bear etc.) or change the "locked" status (ie. if the polymorph is a bad effect from other person and its normally locked, then if the player is a shifter unlock it for him)