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...% |