Bear stats: health, fear, weapons
Every named bear on the island is defined by one line. Changing that line changes the bear’s health, how much fear it can take, what it carries and more.
Where it lives
| Container | Script | What’s in it |
|---|---|---|
naughtyisland.lu |
naughtyisland_npcs |
The main list: one NPCDef(...) line per bear |
global.lu |
npc |
NPCDef itself, which says what each value means |
| episode and challenge containers | *_npcs (e.g. ep1challenge4.lu → ep1cha4_npcs) |
Changes to the main list for that level only |
One bear, value by value
CHUBBY = NPCDef("Chubby", --[[HASH:"npc_names_Chubby" TEXT:"Chubby"]]0xf676deae, JOCK, 0, FACTION_NORMAL_BEAR_HASH, 50, false, {1.0, 0.52, 0}, 135, 1500, 1.5, {0.4, 0.7, 1.0}, NORMALBEAR1_SOUNDSUFFIX, "")
In order (names from NPCDef in global.lu):
| # | Value | Chubby | Meaning |
|---|---|---|---|
| 1 | name | "Chubby" |
Internal name |
| 2 | xtxtUID | 0xf676deae |
Name shown in game |
| 3 | class | JOCK |
Personality: JOCK, SMART, CHEERLEADER or THREAT |
| 4 | threatLevel | 0 |
How dangerous the bear counts as |
| 5 | faction | FACTION_NORMAL_BEAR_HASH |
Which group it belongs to |
| 6 | leadership | 50 |
Interpretation: how much other bears follow it |
| 7 | isaboss | false |
Boss flag |
| 8 | color | {1.0, 0.52, 0} |
Fur colour, red/green/blue from 0 to 1 |
| 9 | maxHP | 135 |
Health |
| 10 | maxFearLevel | 1500 |
How much fear it can take (see NPC fear) |
| 11 | shootingSpeed | 1.5 |
Interpretation: time between shots, so lower is faster |
| 12 | fearThresholds | {0.4, 0.7, 1.0} |
Fear stages (see NPC fear) |
| 13 | soundSuffix | NORMALBEAR1_SOUNDSUFFIX |
Which voice it uses |
| 14 | startingWeaponName | "" |
Weapon it starts with ("" = none) |
| 15 | startingAccessoriesList | (not given) | Hats and other items it starts with (see the example below) |
Typical values
| Bears | Health | Max fear | Weapon |
|---|---|---|---|
| Normal bears: cheerleader / smart / jock | 90 / 112 / 135 | 1500 | none |
| Cops (Cop Gordon) | 180 (270) | 1750 | revolver |
| Ninjas (Master Miyagi) | 135 (225) | 1750 (2250) | ninjato01 |
| Army (Colonel Ketchup) | 270–315 (360) | 2250–2500 (2750) | revolver, uzi01 |
| Zombears (Oodoo) | 270 (1000) | 1750 (3000) | bone01, branch01a (machete) |
| Robots (R0B0-PR1M3) | 315 (405) | 2250 (3000) | powerfist |
| Aliens (Emperor Xoon) | 135 (225) | 2250 (3000) | raygun01 |
| B.E.A.R. (Mahoney) | 270–315 (360) | 2250 | silentpistol |
| The Unibear | 10 | 100 | none |
Per-level changes
Episode and challenge levels change bears with plain assignments after the
main list. From ep1cha4_npcs:
COPCURLY.startingAccessoriesList = {{"tophat", "joint_Head"}}
COPCURLY.startingWeaponName = "raygun01"
COPCURLY.maxFearLevel = 3500
COPCURLY.maxHP = 360
COPCURLY.shootingSpeed = 1.0
COPCURLY.longRangeDamageModifier = 125
COPCURLY.closeRangeDamageModifier = 125
closeRangeDamageModifier and longRangeDamageModifier are the bear’s own
melee and gun damage, the same as on Naughty’s hats.
How to change it
- One bear everywhere: edit its
NPCDefline innaughtyisland_npcs. Values are read by position, so change them in place and don’t add or remove any. - One level only: edit or add a
BEARNAME.field = valueline in that level’s*_npcsscript. A level’s own value wins over the main list there. - Whole numbers (
maxHP,maxFearLevel) stay whole; values written with a decimal point (shootingSpeed, colours) keep one. See Numbers. - Weapon and hat names must be ones the game already uses; they are listed in
the tables above and in the
*_npcsscripts.