Anvil
API Reference
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NAnvil
 NAPI
 NEvents
 CAreaEventsBuilt-in events associated with a specific area
 COnEnterCalled when a new NwGameObject has entered the NwArea
 COnExitCalled when an NwGameObject leaves the NwArea
 COnHeartbeatCalled at a regular interval (approx. 6 seconds)
 COnUserDefined
 CAreaOfEffectEventsBuilt-in events for effects created with Effect.AreaOfEffect
 COnEnterCalled when an object enters the area of effect
 COnExitCalled when an object exits the area of effect
 COnHeartbeatCalled at a regular interval (approx. 6 seconds)
 COnUserDefined
 CCreatureEventsBuilt-in events associated with a specific creature
 COnBlockedTriggered when the NwCreature is blocked by a NwDoor
 COnCombatRoundEndTriggered at the end of the NwCreature combat round
 COnConversationCalled when this creature starts a conversation, or hears a message they are listening for
 COnDamagedTriggered by NwCreature when taken damage from NwGameObject
 COnDeathTriggered by NwCreature when killed by NwGameObject
 COnDisturbedTriggered by NwCreature when its inventory has been disturbed
 COnHeartbeatCalled at a regular interval (approx. 6 seconds)
 COnPerceptionTriggered by NwCreature when its perception is triggered by another NwCreature
 COnPhysicalAttackedTriggered by NwCreature when physically attacked by another NwCreature
 COnRestedTriggered by NwCreature when resting
 COnSpawnTriggered by NwCreature upon spawning into the game
 COnSpellCastAtTriggered by NwCreature when a spell is cast upon it
 COnUserDefined
 CDamageData
 CDebugEventFactory
 CDialogEvents
 CActionTaken
 CAppearsWhen
 CDMEvent
 CDMEventFactory
 CDMGiveEvent
 CDMGroupTargetEvent
 CDMSingleTargetEvent
 CDMTeleportEvent
 CDoorEventsBuilt-in events associated with a specific door
 COnAreaTransitionClick
 COnClose
 COnConversationCalled when this door starts a conversation, or hears a message they are listening for
 COnDamaged
 COnDeath
 COnDisarm
 COnFailToOpen
 COnHeartbeat
 COnLock
 COnOpen
 COnPhysicalAttacked
 COnSpellCastAt
 COnTrapTriggered
 COnUnlock
 COnUserDefined
 CEffectRunScriptEvent
 CEncounterEventsBuilt-in events associated with a specific encounter
 COnEnter
 COnExhausted
 COnExit
 COnHeartbeat
 COnUserDefined
 CGameEventFactoryEvent factory for built-in game events
 CRegistrationData
 CHookEventFactory
 CIEvent
 CIEventFactory
 CIEventSkippable
 CModuleEventsGlobal module events
 COnAcquireItemTriggered whenever an NwItem is added to NwGameObject inventory
 COnActivateItemTriggered when an item that has the item property spell "Unique Power" (targeted) or "Unique Power - Self Only" (self) casts its spell
 COnClientEnterTriggered when a NwPlayer selects a character and logged into the module
 COnClientLeaveTriggered when a NwCreature leaves the server
 COnCutsceneAbortTriggered when a NwPlayer tries to cancel a cutscene (ESC)
 COnHeartbeatTriggered every server heartbeat (~6 seconds)
 COnModuleLoadTriggered when the module is initially loaded. This event must be hooked in your service constructor, otherwise it will be missed
 COnModuleStart
 COnNuiEventCalled when a player triggers an event in the NUI system
 COnPlayerChatTriggered when any NwPlayer sends a chat message. Private channel not hooked
 COnPlayerDeathTriggered when a NwPlayer dies
 COnPlayerDyingTriggered when a NwPlayer enters a dying state (< 0 HP)
 COnPlayerEquipItemTriggered when a NwCreature equips an NwItem
 COnPlayerGuiEventTriggered when a player clicks on a particular GUI interface
 COnPlayerLevelUpTriggered when a NwPlayer levels up
 COnPlayerRespawnTriggered when a NwPlayer clicks the respawn button on the death screen
 COnPlayerRestTriggered when NwPlayer presses the rest button and begins to rest, cancelled rest, or finished rest
 COnPlayerTargetTriggered when a NwPlayer that has targeted something
 COnPlayerTileActionTriggered when a player performs an action on an area tile
 COnPlayerUnequipItemTriggered just before a NwCreature un-equips an NwItem
 COnUnacquireItemTriggered when a NwItem is removed from a NwCreature's inventory
 COnUserDefined
 CNullRegistrationData
 COnAssociateAdd
 CFactory
 COnAssociateRemove
 CFactory
 COnBarterEnd
 CFactory
 COnBarterStart
 CFactory
 COnCalendarTimeChange
 CFactory
 COnChatMessageSendCalled when a chat message is about to be sent by an object
 COnCheckEffectImmunityCalled when an effect is checking for creature immunities.
Use this event to force an effect to bypass creature immunities
 CFactory
 COnClientConnectTriggered when a player attempts to connect to the server (before character select).
This event can be cancelled to prevent a player from connecting to the server
 CFactory
 COnClientDisconnectCalled when the player disconnects from the server.
This event is also called if the player connects, and then disconnects on the character select screen
 CFactory
 COnClientLevelUpBegin
 CFactory
 COnCombatDRBroken
 CFactory
 COnCombatModeToggle
 CFactory
 COnCombatRoundStart
 CFactory
 COnCombatStatusChange
 CFactory
 COnCreatureAttack
 CFactory
 COnCreatureCheckProficienciesCalled when an item is tested against a creature's proficiencies to determine if the creature may attempt to equip the item
 CFactory
 COnCreatureDamage
 CFactory
 COnDebugPlayVisualEffectCalled when a client attempts to spawn a visual effect
 COnDebugRunScriptCalled when a script has been requested to execute from the nwscript debug window
 COnDebugRunScriptChunkCalled when a client has requested a script chunk to be executed
 COnDetectModeUpdate
 CFactory
 COnDisarmWeapon
 CFactory
 COnDispelMagicApplyCalled when a API.Effect.DispelMagicAll or API.Effect.DispelMagicBest effect is applied to an object
 CFactory
 COnDMAppear
 COnDMChangeDifficulty
 COnDMDisableTrap
 COnDMDisappear
 COnDMDumpLocals
 COnDMForceRest
 COnDMGetFactionReputation
 COnDMGetVariable
 COnDMGiveAlignment
 COnDMGiveGold
 COnDMGiveItem
 COnDMGiveLevel
 COnDMGiveXP
 COnDMGoTo
 COnDMHeal
 COnDMJumpAllPlayersToPoint
 COnDMJumpTargetToPoint
 COnDMJumpToPoint
 COnDMKill
 COnDMLimbo
 COnDMPlayerDMLogin
 COnDMPlayerDMLogout
 COnDMPossess
 COnDMPossessFullPower
 COnDMSetDate
 COnDMSetFaction
 COnDMSetFactionReputation
 COnDMSetStat
 COnDMSetTime
 COnDMSetVariable
 COnDMSpawnObject
 COnDMSpawnTrapOnObject
 COnDMTakeItem
 COnDMToggleAI
 COnDMToggleImmortal
 COnDMToggleInvulnerable
 COnDMToggleLock
 COnDMViewInventory
 COnDoListenDetection
 CFactory
 COnDoorSetOpenStateCalled when a door's open state is changed (open/closed/destroyed)
 CFactory
 COnDoSpotDetection
 CFactory
 COnEffectApplyCalled when an effect is about to be applied to a creature
 CFactory
 COnEffectRemoveCalled when an effect is about to be removed from a creature
 CFactory
 COnExamineObject
 CFactory
 COnExamineTrap
 CFactory
 COnFamiliarPossess
 CFactory
 COnFamiliarUnpossess
 CFactory
 COnHeal
 CFactory
 COnHealKitUseCalled when a heal kit is used by a creature
 CFactory
 COnInventoryGoldAdd
 CFactory
 COnInventoryGoldRemove
 CFactory
 COnInventoryItemAdd
 CFactory
 COnInventoryItemRemove
 CFactory
 COnItemEquip
 CFactory
 COnItemInventoryClose
 CFactory
 COnItemInventoryOpen
 CFactory
 COnItemPayToIdentify
 CFactory
 COnItemScrollLearnCalled when a creature is about to learn a spell from a scroll
 CFactory
 COnItemUnequipCalled when a creature attempts to unequip an item
 CFactory
 COnItemUse
 CFactory
 COnItemValidateEquip
 CFactory
 COnItemValidateUse
 CFactory
 COnLevelDown
 CFactory
 COnLevelUp
 CFactory
 COnLevelUpAutomatic
 CFactory
 COnLoadCharacterFinishCalled immediately after a player character is loaded by the server
 CFactory
 COnMapPinAddPinCalled when a player is about to place a map pin
 CFactory
 COnMapPinChangePinCalled when a player is about to change an existing map pin
 CFactory
 COnMapPinDestroyPinCalled when a player is about to delete an existing map pin
 CFactory
 COnObjectUseCalled when a creature is about to use an object
 CFactory
 COnPartyEvent
 CFactory
 COnPlayerQuickChatCalled when a player uses a quick chat command
 CFactory
 COnServerCharacterSaveCalled when the server is about to save a character to the server vault.
This is called once for every character when the server is exiting, when a player leaves the server, or when ExportSingleCharacter() & ExportAllCharacters() is called.
This event can be skipped to prevent the character from being saved
 CFactory
 COnServerSendArea
 CFactory
 COnSpellAction
 CFactory
 COnSpellBroadcast
 CFactory
 COnSpellCast
 CFactory
 COnSpellInterrupt
 CFactory
 COnSpellSlotClear
 CFactory
 COnSpellSlotMemorize
 CFactory
 COnStealthModeUpdate
 CFactory
 COnStoreRequestBuy
 CFactory
 COnStoreRequestSell
 CFactory
 COnTriggerEnterCalled when an object enters a trigger
 CFactory
 COnUseFeat
 CFactory
 COnUseSkillCalled when a creature attempts to use a skill
 CFactory
 CPlaceableEventsBuilt-in events associated with a specific placeable
 COnCloseCalled when NwCreature has closed a NwPlaceable
 COnConversationCalled when this placeable starts a conversation, or hears a message they are listening for
 COnDamagedCalled when NwGameObject has damaged NwPlaceable
 COnDeathCalled when NwCreature has destroyed NwPlaceable
 COnDisarmCalled when NwPlaceable has been disarmed
 COnDisturbedCalled when NwPlaceable inventory has been disturbed
 COnHeartbeatCalled every 6 seconds on NwPlaceable
 COnLeftClickCalled when NwPlaceable has been mousepad (left) clicked
 COnLockCalled when NwPlaceable has been locked
 COnOpenCalled when NwPlaceable has been opened
 COnPhysicalAttackedCalled when NwPlaceable has been physically attacked
 COnSpellCastAtCalled when Spell has been casted on NwPlaceable
 COnTrapTriggeredCalled when NwPlaceable has a trap triggered
 COnUnlockCalled when NwPlaceable has been unlocked
 COnUsedCalled when NwPlaceable is being used
 COnUserDefined
 CSpellEvents
 COnSpellCast
 CStoreEventsBuilt-in events associated with a specific store
 COnClose
 COnOpen
 CTimeOfDayState
 CTriggerEventsBuilt-in events associated with a specific trigger
 COnClicked
 COnDisarmed
 COnEnter
 COnExit
 COnHeartbeat
 COnTrapTriggered
 COnUserDefined
 CAppearanceTableEntryA creature appearance table entry (appearance.2da)
 CArmorTableEntry
 CBodyBagTableEntry
 CCallInfoMeta information for script calls, consumed by ScriptHandler attributed methods in service classes
 CCampaignVariable
 CCampaignVariableBool
 CCampaignVariableEnum
 CCampaignVariableFloat
 CCampaignVariableGuid
 CCampaignVariableInt
 CCampaignVariableLocation
 CCampaignVariableObject
 CCampaignVariableString
 CCampaignVariableVector
 CCassowaryRepresents a Cassowary engine structure.
A Cassowary is a type of solver. NWN uses them internally to resize the newer GUI window
 CCassowaryException
 CCassowaryStrength
 CClassAbilityGainList
 CClassFeat
 CClassPreReqTableEntry
 CClassSkill
 CClassSpellGainList
 CCollectionExtensionsVarious class extensions for generic collections
 CColorA 8 bit Color structure
 CColorConstants
 CCreatureClassInfo
 CCreatureLevelInfo
 CCreatureModelNumber
 CCreatureSpellAbilityRepresents a spell-like ability on a creature
 CCreatureTypeFilter
 CCRulesKeyHash
 CDamageLevelEntry
 CDebugOptions
 CDirection
 CEffectRepresents an effect engine structure
 CEffectBase
 CEffectIconTableEntryAn effect icon table entry (effecticons.2da)
 CEffectParamsRepresents an array of Effect parameters
 CEncounterListEntry
 CEncounterSpawnPoint
 CEngineStructureA pointer-type VM structure
 CEnvironmentPresetAn environment preset defined in environment.2da
 CExpTableEntry
 CExpTableExtensions
 CFadeSpeed
 CGffResource
 CGffResourceFieldA property/field in a GffResource
 CGffResourceFieldListA GffResourceField containing a list of GffResourceFieldStruct values
 CGffResourceFieldStructA GffResourceField containing a structure of key/value pairs
 CGffResourceFieldValueA regular GffResourceField containing a primitive value
 CGuidExtensionsGUID/UUID extension methods for resolving game objects, and GUID serialisation
 CHitEffectRepresents an "On Hit" item property effect, for use with ItemProperty.OnHitEffect
 CIAwaitableExplicit interface to support the compiling of async/await
 CIAwaiterExplicit interface for an awaiter. An awaiter is a system that will run an async operation and schedule a continuation when it completes
 CIntegerExtensions
 CInventory
 CItemAppearance
 CItemPropertyRepresents an item property effect engine structure
 CItemPropertyCostTableEntry
 CItemPropertyCostTablesEntry
 CItemPropertyItemMapTableEntry
 CItemPropertyParamTableEntry
 CItemPropertyParamTablesEntry
 CItemPropertySubTypeTableEntry
 CItemPropertyTableEntry
 CITwoDimArrayEntryImplement to decode TwoDimArrayEntry into a type using NwGameTables.GetTable<T>(string, bool, bool)
 CJoiningRestrictions
 CJournalEntry
 CJsonRepresents a json engine structure
 CJsonUtilityUtility methods for serializing/deserializing JSON data
 CLightColorTableEntry
 CLoadScreenTableEntry
 CLocalVariable
 CLocalVariableBool
 CLocalVariableCassowary
 CLocalVariableEnum
 CLocalVariableFloat
 CLocalVariableGuid
 CLocalVariableInt
 CLocalVariableLocation
 CLocalVariableObject
 CLocalVariableString
 CLocalVariableStructA local variable generic structure
 CLocationA location in the module, represented by area, position and orientation
 CMemorizedSpellSlot
 CMonsterHitEffectRepresents a monster "On Hit" item property effect, for use with ItemProperty.OnMonsterHitProperties
 CNativeUtils
 CNuiBindA NUI property binding that can be updated after being sent to the client
 CNuiBindStrRef
 CNuiButtonA clickable button with text as the label
 CNuiButtonImageA clickable button with an image as the label
 CNuiButtonSelectA clickable button with text as the label.
Same as NuiButton, but this one is a toggle
 CNuiChartA line/column chart element
 CNuiChartSlotA chart element/data set for use in NuiChart
 CNuiCheckA checkbox with a label to the right of it
 CNuiColorPickerA simple color picker, with no borders or spacing
 CNuiColumnA layout element that will auto-space all elements inside of it and advise the parent about its desired size
 CNuiComboA dropdown menu/combobox
 CNuiComboEntryA combo/list element for use in NuiCombo
 CNuiDrawListArc
 CNuiDrawListCircle
 CNuiDrawListCurve
 CNuiDrawListImage
 CNuiDrawListItem
 CNuiDrawListLine
 CNuiDrawListPolyLine
 CNuiDrawListText
 CNuiElementA dynamic NUI element with style support
 CNuiGroupA group, usually with a border and some padding, holding a single element. Can scroll.
Will not advise parent of size, so you need to let it fill a span (col/row) as if it was a element
 CNuiImageAn image, with no border or padding
 CNuiLabelA single-line, styleable, non-editable text field
 CNuiLayout
 CNuiListA list view of elements
 CNuiListTemplateCellA cell template for use in NuiList
 CNuiOptionsA list of options (radio buttons).
Only one can be selected at a time
 CNuiProgressA generic progress bar
 CNuiPropertyA NUI property that can be configured as a static readonly value, or a property that can be updated at runtime
 CNuiRect
 CNuiRowA layout element that will auto-space all elements inside of it and advise the parent about its desired size
 CNuiSliderA slider bar with integer values
 CNuiSliderFloatA slider bar with floating-point values
 CNuiSpacerA special widget that just takes up layout space.
Configure the space used with the Width and Height properties
 CNuiStyle
 CNuiTextA non-editable text field. Supports multiple lines and has a skinned border and a scrollbar if needed
 CNuiTextEditAn editable text field. Can be optionally configured as multi-line
 CNuiToggles
 CNuiValueA readonly NUI property value that cannot be changed at runtime
 CNuiValueConverter
 CNuiValueStrRef
 CNuiValueStrRefConverter
 CNuiVector
 CNuiWidgetThe abstract base for all NUI widgets - the building blocks for creating NUI windows
 CNuiWindowRepresents a NUI scriptable window container
 CNuiWindowTokenRepresents a NUI window instance for a certain player
 CNwAreaAn environment/game level
 CNwAreaOfEffectThe area/region of an ongoing spell effect or ability
 CNwBaseItemA base item type definition
 CNwClassA creature/character class definition
 CNwCreatureA monster, NPC, player character or DM avatar
 CNwDateTime
 CNwDomainA selectable domain type used by classes with the NwClass.HasDomains property (e.g. clerics)
 CNwDoorA tile-based door
 CNwEncounterAn encounter trigger that spawns creatures
 CNwFactionThe faction info of a Creature/Player/GameObject
 CNwFeatA creature/character feat(ure) definition
 CNwGameObjectBase class for all entities in areas
 CNwGameTables
 CNwItemAn item object that can be carried by creatures, stored in placeable containers, or dropped in an anrea
 CNwMathCommon math functions and constants
 CNwModuleThe root container object for all areas and module entities
 CNwObjectBase class for all world entities (game objects) and containers (modules, areas)
 CNwPlaceableA static world object that is optionally interactable or destroyable
 CNwPlayerA player client connected to the server
 CNwRaceThe race type of a creature. Contains additional ruleset information about the race
 CNwRandomFunctions for generating random values (numbers, names)
 CNwRulesetRuleset definitions for the module.
Classes/Feats/Races/Skills/BaseItems/Spells
 CNwServer
 CNwSkillA creature/character skill definition
 CNwSoundA configurable sound object in an area
 CNwSpellA spell definition
 CNwStationaryA stationary game object entity
 CNwStoreA store object for bartering, and items to purchase
 CNwTaskAsynchronous tasks and helpers for running NWN APIs in an async context
 CNwTimeSpanHelpers to convert game time units to a TimeSpan
 CNwTrappableA trappable game object/entity
 CNwTriggerA trigger volume entity
 CNwWaypointA waypoint entity that uniquely identifies a location in the module
 CObjectExtensions
 CObjectStorageVariable
 CObjectStorageVariableBool
 CObjectStorageVariableEnum
 CObjectStorageVariableFloat
 CObjectStorageVariableGuid
 CObjectStorageVariableInt
 CObjectStorageVariableString
 CObjectStorageVariableStruct
 CObjectVariableA key/value pair/variable stored on an Object
 CPartsTableEntry
 CPersistentVariableBool
 CPersistentVariableEnum
 CPersistentVariableFloat
 CPersistentVariableGuid
 CPersistentVariableInt
 CPersistentVariableString
 CPersistentVariableStruct
 CPersistentVfxTableEntry
 CPersistentWorldOptions
 CPlaceableSoundTableEntry
 CPlaceableTableEntry
 CPlaceableTypeTableEntryA placeable type table entry (placeabletypes.2da)
 CPlayerDeviceProperty
 CPlayerIdConstants
 CPlayerQuickBarButton
 CPlayOptions
 CPolymorphTableEntryA creature polymorph table entry (polymorph.2da)
 CPortraitTableEntryA portrait table entry (portraits.2da)
 CProgrammedEffectTableEntry
 CRadiusSize
 CRandomExtensionsExtensions to the Random class for reimplementing native random functions (Dice and Ranges)
 CReflectionExtensions
 CRulesetKeys
 CScriptConstants
 CScriptParams
 CServerInfo
 CSkillItemCostTableEntry
 CSpecialAbility
 CSQLQueryA SQL Query
 CSQLResultRepresents a row returned in an SQL result. See SQLQuery.Result/SQLQuery.Results
 CStringExtensions
 CStrRefA talk table (tlk) string reference
 CStrTokenCustom
 CSurfaceMaterialTableEntry
 CTalentRepresents a talent structure. A talent is a feat, skill or spell possessed by a creature
 CTalentExtensions
 CTileDataRepresents a tile configuration at a location
 CTileInfoArea tile information
 CTilesetResRef
 CTimeInterface for querying time information for the current frame or since startup
 CTwoDimArrayA two dimensional array data resource
 CTwoDimArrayEntry2da row data
 CVector2IntA vector with two 32 bit integer values
 CVirtualMachineStandard and Low Level methods and properties for querying/interacting with the NwScript virtual machine
 CVisualEffectTableEntry
 CVisualTransform
 CVisualTransformLerpSettings
 CWorldTimer
 NInternal
 CEnvironmentConfigAnvil settings that are configured through Environment Variables
 NNative
 CNativeObjectExtensions
 NPlugins
 CPluginInfoAttributeAdditional Plugin Metadata
 CPluginManagerLoads all available plugins and their types for service initialisation
 NServices
 CChatService
 CDevastatingCriticalData
 CDialogService
 CEncodingServiceManages string conversion for NWN.Core, NWN.Native and the StringHelper utility class
 CEnforceLegalCharacterService
 CEventService
 CFeedbackServiceAllows combat log, feedback and journal update messages to be hidden globally or per player
 CFunctionHook
 CHomeStorageFull directory paths for the anvil home directory
 CHookOrder
 CHookServiceAn advanced service for hooking native NWN functions
 CIInitializableInterface that is invoked after all services have been initialised
 CILateDisposableInterface that is invoked after the server has been shutdown. Not called during hot reloads
 CInjectAttributeIndicates a property as a service dependency to be injected
 CInjectionService
 CIScriptDispatcherImplement in a service to add a custom handler for event scripts
 CIServiceManagerThe interface that manages all core, anvil and plugin services.
Advanced: implement in your own class and specify in AnvilCore.Init(System.IntPtr,int,IServiceManager) to implement your own service manager
 CITwoDimArrayImplement this interface to use the class as a deserialization target for TwoDimArrayFactory.Get2DA<T>
 CIUpdateableImplement this interface in your service to get a callback each server loop
 CMaxRangedAttackDistanceOverride
 CNativeFunctionAttribute
 CObjectStorage
 CObjectStorageService
 CObjectStorageValue
 COnELCCustomCheck
 COnELCFeatValidationFailure
 COnELCItemValidationFailure
 COnELCLevelValidationFailure
 COnELCSkillValidationFailure
 COnELCSpellValidationFailure
 COnELCValidationBefore
 COnELCValidationFailure
 COnELCValidationSuccess
 CPlayerNameOverride
 CPlayerNameOverrideService
 CPluginStorageServiceManages plugin data stored in the Anvil home directory.
Use this service to get a path for reading and writing configs or data for your plugin
 CResourceManager
 CScheduledTask
 CSchedulerServiceA service for scheduling tasks to run with a timed delay and/or repeat with a regular interval
 CScriptCallbackHandleA handle for a native NSS script callback
 CScriptHandleFactoryA service for registering C# functions as script handlers dynamically
 CScriptHandlerAttributeIndicates that the method in the service should be used to handle all NWScript calls to the specified ScriptName
 CServiceBindingAttributeThe main attribute used to define new services and run them.
Each class flagged with a ServiceBindingAttribute will be automatically constructed on startup, and any services specified in the constructor will be injected as dependencies
 CServiceBindingOptionsAttributeAdditional service binding options
 CTargetingDataConfiguration options for the target helper. See TargetModeSettings.TargetingData, NwPlayer.SetSpellTargetingData
 CTargetModeSettingsConfiguration options for target mode. See NwPlayer.EnterTargetMode, NwPlayer.TryEnterTargetMode
 CTwoDimArrayFactoryCreates a deserialized 2da structure using a ITwoDimArray converter
 CWeaponService
 CAnvilCoreHandles bootstrap and interop between NWN, NWN.Core and the Anvil API. The entry point of the implementing module should point to this class.
Until Init(IntPtr, int, IServiceManager) is called, all APIs are unavailable for usage
 CIArrayRepresents a collection of elements that can be accessed and modified by index, but may not be resized