57 - Conversion

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_CONVERSION
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: 57 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 ... 20000 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 "picket sign" .

Ah! The Midas Touch ... ability to turn anything into gold, right? Wrong!
"I will convert you!" (Just like Bill Gatez, converting programmerz from the Amiga to the IBM computerz.

This PowerUp could be called a 'recruiting device'.
Any enemy Grunt that your Grunt can touch before his time runz out will become one of yours!
(Success addz a bit of health to the grunt with the sign.)
This PowerUp is alwayz fatal to the user, though. No free lunch, here.
So you want to be able to get close to as many enemy Gruntz as possible.
Not only will your Conversion Grunt absorb damage from any enemy Grunt'z weapon,
he will also lose health with the mere passage of time!
No dilly-dallying, please! "Hale-Bopp, here I come!"

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.