14 - Toyerz

Edit Objects Dialog Box
Identification
ID: Calculated, after CalcCowID
(Highly recommended!)
Buttons:
Paste
Copy
Delete
copy contentz of the clipboard into this logic
copy contentz of this logic into the clipboard
delete this logic from the map
Name: Optional, usually totally unnecessary
Logic: GruntStartingPoint
Image Set: GAME_WAPWORLDONLY_TRIGGER some Designerz use GAME_WAPWORLDONLY_GUARDPOINT
Animation: Empty, used only by EyeCandy type Objectz
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:.
Y: Pixel location of the top edge of the logic box, + 8 (center point).
Values established in the same manner as "X:".
Z: 0 (default)
I: -1 (default)
Attributes
Score: 0 (default)
Points: 0 (default)
see Enemy AI Types for Points: value;
Smarts: should contain a value other than 0.
14 identifies this enemy Grunt as type "Toyer"
Smarts: 0 ... default ... the player controlz this Grunt.
1 enemy team number.
2 enemy team number.
3 enemy team number.
Note: Gruntz will attack any other Grunt with a different team number!
Powerup: 0 bare-handed Grunt Tool type Any other value may cause Gruntz to abort.
Damage: 0 (default) ... gives the Toyer a random toy
see Toyz for other valid values.
Health: 0 (default)
Speed X: 0 (default)
X Tile coordinate, calculated, after CalcCowID
(Highly recommended!)
Speed Y: 0 (default)
Y Tile coordinate, calculated, after CalcCowID
(Highly recommended!)
Face Dir: 0 (default)
X Min: 0 (default)
X Max: 0 (default)
Direction: 0 (default, solver's Grunt and Post Guardz ... not used)
For any other enemy Grunt, this is the number of Tilez away he will sense any other team's Grunt.
Y Min: 0 (default)
Y Max: 0 (default)
Speed: 0 (default)
Object Rectangles Dialog Box
Move Rect: Defines Grunt movement limitz in four cardinal directionz
Left 0 This field specifies the number of Tiles to the left of the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Top 0 This field specifies the number of Tiles above the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Right 0 This field specifies the number of Tiles to the right of the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Bottom 0 This field specifies the number of Tiles below the original position that the Grunt will wander randomly. (Definitely does apply to this enemy AI type.)
Toyerz will always have a Toy, and will hang around a location until they sense one of your Gruntz.
Once a Toyer sensez one of your Gruntz, he will chase your Grunt and try to give him the Toy.
Once a Toyer gives up his Toy, he will just stand around.

The range that a Toyer Grunt can sense can vary.