60 - Reactive Armor |
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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_REACTIVEARMOR |
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: | 60 | 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 spinning "breast plate" . This PowerUp actz a bit like a solid rubber ball ... hit it, and the object you hit it with fliez back at you. What happenz is, when an enemy strikez your plus five magical plate with his weapon, you receive 25% of the normal damage of that weapon, and the other 75% bouncez back to the weapon wielder! Meanwhile, anything you do in striking back (with whatever weapon you have) doez 100% of it's normal damage to the enemy. A healthy Gauntletz Grunt with this PowerUp can easily defeat two Sword Gruntz! Two strokez from the Sword Gruntz and the Sword Gruntz's health is lowered to 25% of full health, while the Gauntletz Grunt'z own two blowz finish those two Sword Gruntz off. The Gauntletz Grunt only sufferz 50% total health loss 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. |