54 - Invisibility |
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Edit Objects Dialog Box | ||
Identification | ||
ID: | Calculated, after CalcCowID (Highly recommended!) |
same |
Name: | Optional, usually totally unnecessary | same |
Logic: | CoveredPowerup | or InGameIcon |
Image Set: | GAME_WAPWORLDONLY_TRIGGER | or alwayz GAME_INGAMEICONZ_ + POWERUPZ_GHOST |
Animation: | Not used (blank) | same |
Location | ||
X: | Pixel location of the left edge of the logic box, + 8 (center point). Determined by the Gruntz Level Editor at creation time. Changed by the Gruntz Level Editor after 'nudge' or 'shove'. May be modified by the Designer. (Ideally, value divided by 16 should leave a remainder of 8.) The uncovered object is alwayz centered in the tile, for any X:. |
same, except ideally, value divided by 32 should leave a remainder of 16. (Image centered in the tile.) |
Y: | Pixel location of the top edge of the logic box, + 8 (center point). Determined by the Gruntz Level Editor at creation time. Changed by the Gruntz Level Editor after 'nudge' or 'shove'. May be modified by the Designer. (Ideally, value divided by 16 should leave a remainder of 8.) The uncovered object is alwayz centered in the tile, for any Y:. |
same, except ideally, value divided by 32 should leave a remainder of 16. (Image centered in the tile.) |
Z: | 0 (default) | same |
I: | -1 (default) | same |
Attributes | ||
Score: | 0 ... default | Same as for CoveredPowerup |
Points: | 0 ... default | Same as for CoveredPowerup |
Smarts: | 0 (default) Tile 1 or 9 selected; or Clear Tile (1 through 301) to replace the Rock or Hole/Mound when broken/dug up. Objectz on an Arrow Tile may never be acquired! |
0 (default ... not used) |
Powerup: | 54 | 0 (default ... not used) |
Damage: | 0 (default) | same |
Health: | 0 (default) | same |
Speed X: | 0 (default) X Tile coordinate, calculated, after CalcCowID (Highly recommended!) |
Same as for CoveredPowerup |
Speed Y: | 0 (default) Y Tile coordinate, calculated, after CalcCowID (Highly recommended!) |
Same as for CoveredPowerup |
Face Dir: | 0 (default ... 60000 millisecondz) xx000 how long the Powerup will last. |
Same |
X Min: | 0 (default) | same |
X Max: | 0 (default) | same |
Direction: | 0 (default) | same |
Y Min: | 0 (default) | same |
Y Max: | 0 (default) | same |
Speed: | 0 (default) | same |
This can go in a Rock or Hole/Mound (CoveredPowerUp), or just lay in plain
sight (InGameIcon). When the Rock is broken (or the Mound dug up), the solver pickz up the Object, which lookz like a rotating black tombstone , marked with "R. I. P.". "Who knowz what evil lurkz in the heartz of men? The Shadow knows. Heh, heh, heh!" With this PowerUp, you can slip by the enemy without them ever knowing you're there (like a Romulan cloaking device). Or against a small group, you can bash one, run to the next and bash him, etc., and they never know what hit 'em. This is a really nice effect when the enemy has a Boomerang or two in the crowd! The one you hit throwz his Boomerang at where you used to be, possibly hitting one or more of his own buddiez in the process. The amount of time the effect will last dependz on the Level designer; lazy onez will let the time default (usually 60 secondz); mean onez will set the time just a little too short to be able to complete the task, so you have to scramble when the effect wearz off. |