Naughty’s hats: health and damage
Each hat changes Naughty’s health and how hard he hits. All of it is in one short script, so this is one of the easiest things to mod.
Where it lives
naughtybear.lu → naughtybearhatbonus. The same script is also in
cutscene_tophat_endings.lu and ep6endingcutscene.lu; Ship offers to change
all three copies, so leave them ticked.
What it does
When a level starts, the script checks which hat Naughty is wearing and sets four values for it. One hat, as it appears in the script:
elseif hashName == --[[TEXT:"Hat: Adept Naughty"]]0x64b5d953 then
characterComponent:SetBaseHitPoints(250)
characterComponent:SetRemainingHitPoints(250)
characterComponent:SetCloseRangeDamageModifier(150)
characterComponent:SetLongRangeDamageModifier(100)
- SetBaseHitPoints: Naughty’s maximum health.
- SetRemainingHitPoints: the health he starts the level with. Keep it the same as the maximum.
- SetCloseRangeDamageModifier: melee damage. Interpretation: a percentage, so 100 is normal and 150 is half as much again.
- SetLongRangeDamageModifier: the same for guns.
The values
| Hat | Health | Melee | Guns |
|---|---|---|---|
| Naughty the Party Animal | 300 | 125 | 100 |
| Mayor Naughty | 300 | 110 | 110 |
| Peacekeeper Naughty | 325 | 100 | 110 |
| Cordon Bleu Naughty | 350 | 100 | 100 |
| Prospector Naughty | 300 | 100 | 125 |
| Doc Naughty | 300 | 100 | 125 |
| Conspiracy Naughty | 325 | 110 | 100 |
| Cop Naughty | 325 | 100 | 125 |
| Adept Naughty | 250 | 150 | 100 |
| General Naughty | 325 | 110 | 110 |
Zombie hat (costume_hat_zombiehat) |
350 | 110 | 100 |
| Tactical Naughty | 325 | 110 | 125 |
| Tech-Naughty | 300 | 125 | 110 |
| Astro-Naughty | 250 | 100 | 150 |
| Epic Naughty | 400 | 125 | 125 |
The Party Animal hat appears in the script as the plain number 139358
rather than a hex hash; it is the same kind of value. Hats not in this list
don’t change anything here. With no hat, the script only prints
PLAYER IS NOT WEARING ANY ACCESSORIES to the log.
How to change it
Change the numbers for the hat you want and Ship. Write them as whole
numbers, without a decimal point. For example, to give the Adept hat 400
health, change both 250s under Adept Naughty to 400.
Keep values in the same range as the game’s own. Panic in Paradise hangs when a costume’s health is set far above its real ceiling (see PiP weapons and outfits), and NB1 hasn’t been tested with extreme values.