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...% |