I just noticed the Blue Dragon animations [.gr2] are labelled screwy.
“c_bluedragon_UNA_1attack01” - breath attack (should be a melee attack)
“c_bluedragon_UNA_1attack02” - okay (is the melee attack)
“c_bluedragon_UNA_1attack03” - tailslap attack (should also be a melee attack)
The red and black (and i believe bronze) dragons use the following labels for breath and tailslap anims:
UNA_breathattack01
UNA_tailslap
Further, the red/black/bronze dragons use this for wing-buffet attack:
specialattack01
but the Blue has a unique ani:
“c_bluedragon_UNA_fly”
which makes it jump up in the air and land again (which is suitable for the wing-buffet atk.)
/fyi
ps. Don’t trust the nwscript constants (for Appearance.2da) either. looks like several rows of Nwn1 dragons got taken over by SoZ models:
switch (GetAppearanceType(oDragon))
{
case APPEARANCE_TYPE_DRAGON_BLACK: // #41
// case APPEARANCE_TYPE_DRAGON_BRASS: // #42 -> "Wagon_Light01_X2"
// case APPEARANCE_TYPE_DRAGON_COPPER: // #43 -> "Wagon_Light02_X2"
// case APPEARANCE_TYPE_DRAGON_SILVER: // #44 -> "Wagon_Light03_X2"
// case APPEARANCE_TYPE_DRAGON_BRONZE: // #45 -> "GrayOrc"
// case APPEARANCE_TYPE_DRAGON_GOLD: // #46 -> "Yuan-Ti_Herald_NX2"
// case APPEARANCE_TYPE_DRAGON_BLUE: // #47 -> "NPC_Sasani_NX2_MaleOnly"
// case APPEARANCE_TYPE_DRAGON_GREEN: // #48 -> "NPC_Volo_NX2_MaleOnly"
case APPEARANCE_TYPE_DRAGON_RED: // #49
// case APPEARANCE_TYPE_DRAGON_WHITE: // #50 -> "NPC_Septimund_NX2"
case 16: // "Dragon_Bronze"
case 17: // "Young_Bronze_NX1" // APPEARANCE_TYPE_BEETLE_SLICER
case 20: // "Young_Blue_NX1" // APPEARANCE_TYPE_BEETLE_STINK
case 1015: // "Dragon_Blue_NX1"
}