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Model behaviors

This page lists certain special model behavior types and describes them in a bit more detail.

Locked doors

This affects the following behaviors: DoorGold, DoorSilver, CityDoorLock, DoorCopper, DoorBronze, DoorIron, DoorGlass, DoorRed, DoorYellow, DoorBlue.

These are all doors, which are unlocked by standing near (< 3.0) the door whilst having the right item in the inventory. The mapping which item unlocks what is hardcoded:

Door behavior CardId Item name (maybe not be accurate)
DoorGold 21 Catacomb key
DoorSilver 22 Heavy iron key
CityDoorLock 22 Heavy iron key
DoorCopper 23 Key of the pixie guard
DoorBronze 24 Rufus' key
DoorIron 25 Dwarf factory key
DoorGlass 27 Towns hall key
DoorRed 71 Red bone key
DoorYellow 72 Green bone key
DoorBlue 73 Blue bone key

Collectable

The collectable behavior is essentially an item, because the item id the player gets is determined by the model filename (itm###.dff), not all items can be collected by an item bag/catching sphere.
Additionally there are three special item models (itmxxx.dff / itmyyy.dff / itmzzz.dff) which have hardcoded random items they can give up on picking up:

itmxxx

Chance Item
40% 3-9 Gold
30% Small healing potion
15% Normal healing potion
10% Big healing potion
5% Healing herb

itmyyy

Chance Item
40% Small healing potion
20% Garlic
10% Normal healing potion
10% Big healing potion
10% Healing herb
10% Mana potion

itmzzz

Chance Item
33% Big healing potion
16% Healing herb
16% Mana potion
16% Garlic
16% Golden carrot
Of course the values are 33,3...% and 16,6...%