Yah most of that stuff is allready incorperated into the Aurora Engine itself using the nss scripting system. Not that you could not use it with Lua. As to the capacity that Lua is used in the engine....mostly as a workaround. There were a few different systems that would not incorperate in the engine all that well. Meaning that nss would have had to be written entirely on those areas. On the whole it is not at all a Lua based engine. There are plenty of systems/libraries/functions worked into the nss system. A few of these were community made with nwn including HCR (hard core rule) system and the Dungeon Masters Friend Initiative. These tools were designed for nwn and use some string recognition and so forth. So that a DM could target an npc and have it repeat what he was saying or "listen to him and fire strings from a database". To be perfectly honest they do alot more than that but it is prolly not relative to a single player game with no dm client hehe. There is a new include that makes some changes to the original Ai. In the old engine npc's would interact with each other with animations but they did not allways match up. One npc greeting the other from a few feet away and the responding npc "looking far". The new include works more toward grouping the animations and npcs to give them a bit more structure. You peaked my interest with LuaSQL...Most of us persitent world guys are running MySQL and firing sql from within nss script to a non attached MySQL database. -Mac//edit I must admit that up till now I have been looking at changes to the nss script system and have yet to really explore the possibilities of adding Lua to that. Things for you to look at when you get the game...Changes to Bioware's Switch system/Ai found in the "inc" files and the set listening pattern capabilities. I would love to talk db stuff but really if were talking single player......then it is rather moot.


