Hydra Creature Scripts
⚪ Last updated 2012Preview

🔍 Analysis
- 🏆 #8 of 23 Scripts mods in this game by downloads
📋 About This Mod
Creature scripts for the hydra model. The model (by Frank Perez) can be downloaded here: http://www.nexusmods.com/neverwinter2/mods/166
Use these scripts in conjunction with the Hydra Breath VFX
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hydra_creature_Scripts.erf - Import this into your module. Contains three scripts.
hydra_creature_scripts_override.zip - Override versions of the scripts. You can use these instead of the ERF.
hydra_decapatation_effects.zip - Put these VFX files into your override or campaign folder (if you want decapitation effects).
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There are three scripts to be assigned to your hydra blueprint:
GB_HYDRA_SP
This goes in the hydra's 'On Spawn In Script' slot. Or you can set a local string variable on the creature instead:
- Name: SpawnScript
- ValueString: gb_hydra_sp
Make sure both S's in 'SpawnScript' are capitals, and that the default script (nw_c2_default9) is still in place.
GB_HYDRA_ONDAMAGE
This goes in the hydra's 'On Damaged Script' slot.
GB_HYDRA_HB
This goes in the hydra's 'On Heartbeat Script' slot.
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The OnSpawn script checks the creature hide for a regeneration property. If one is not found, then regen of 10 + the creature's hit dice is applied to the creature hide (up to a maximum of 20). This means you can give the hydra any existing hide template you want, and its regen properties will be applied automatically.
The creature needs to have some sort of hide equipped or the scripts won't work as intended.
The OnDamaged and HeartBeat scripts work as follows:
- Detect elemental damage (fire and acid by default) that will prevent regeneration
- If you do more than 3 points of fire/acid damage, the regen property is temporarily
- removed from the creature hide (1 round for every 3 points of damage, to a maximum
- of 5 rounds)
- The HeartBeat script keeps track of the regen timeout, and puts the regen property
- back on the skin after the required number of rounds
- If you do more fire/acid damage during a regen timeout, the new timeout gets
- added to the old one. Doing constant fire/acid damage prevents any regen.
The scripts check for a local string variable called 'Breath' with a value of 'fire'. If the variable is found on the hydra, then cold damage will prevent regen instead of fire damage. This is the variable you place on a pyrohydra for the hydra breath weapon effects.
The scripts also apply decapitation effects to the hydra. If the hydra's hit points drop below 80% then one head is 'removed'. Below 60%, two heads are affected. Below 40% three heads, below 20% four heads, and at zero HP all five heads. The heads of the model can't actually be removed, so instead gushing blood effects attempt to mask them.
Heads will regrow again if the hydra regenerates.
If you don't like the decapitation effects, you can set a local integer variable on the hydra called 'KeepHeads' with a value of '1':
- Name: KeepHeads
- ValueInt: 1
The K and H in 'KeepHeads' need to be capitals.
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- Dann Pigdon 2012
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📊 Mod Details
- Game
- Neverwinter2 Mods
- Author
- Dann Pigdon
- Version
- 1.0
- Downloads
- 180
- Endorsements
- 7
- Category
- Scripts
- Created
- 6/2/2012
- Updated
- 6/2/2012
- Tags
- Modder's Resource, Creatures
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