buried in the official Toolset documentation is a section about naming conventions for scripts. I've replicated it here for easy reference.
All scripts in NWN2 are are prefixed with one of the following:
- “g” for global scripts
- “i_” for item related scripts (these are also global)
Item Scripts
Use the following for item scripts:
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i_<Item Tag>_ac
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script to execute when item activated
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i_<Item Tag>_aq
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script to execute when item acquired
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i_<Item Tag>_ua
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script to execute when item unacquired
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i_<Item Tag>_eq
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script to execute when item equipped
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i_<Item Tag>_ue
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script to execute when item unequipped
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The module events will be written to automatically execute the proper script.
Conversation Scripts
Conversations have 2 script types.
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a_<Speaker>…
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actions taken
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c_ <Speaker>…
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conditional (Text appears when...)
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Event Scripts
Scripts for events on objects should have a prefix to indicate the Object Type. If an object has multiple events, a suffix should be added each script to indicate the Event Type.
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Object Type
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Abbreviation
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Area
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use area num
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Creature (Being)
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b
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Door
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d
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Encounter
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e
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Merchant
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m
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Placeable
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p
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Trigger
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tr
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Event
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Abbreviation
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Area**
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Creature
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Door
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Encounter
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Merchant
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Placeable
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Trigger
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blocked
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bl
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X
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click*
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ck
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X
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X
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close*
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cs
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X
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X
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X
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combat round end*
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ce
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X
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conversation
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co
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X
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damaged
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da
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X
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X
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X
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death
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de
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X
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X
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X
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disturbed
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di
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X
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X
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enter
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en
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X
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X
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X
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exhausted*
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ed
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X
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exit
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ex
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X
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X
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X
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fail to open
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fa
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X
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heartbeat*
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hb
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X
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X
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X
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X
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X
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X
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lock
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lo
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X
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X
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open
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op
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X
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X
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X
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perception
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pe
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X
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physical attacked
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at
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X
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X
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X
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rested
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re
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X
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spawn
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sp
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X
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spell cast at
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ca
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X
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X
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X
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unlock*
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ul
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X
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