Switchez (as intended to be used)

Switchez come in eight varieties:
  1. CheckPoint Switchez (215=unsatisfied, 216 (brighter)=satisfied)
    (A certain Tool or Toy may be required).
  2. One-Time Switchez (217 & 218 (used)).
  3. Toggle Switchez (221/225/229/233) (Objectz change state each time the Switch is pressed).
  4. Hold Switchez (223/227/231/235) (Objectz only remain in a changed state as long as there is a Grunt (yours) or one of the DisGruntled (theirz) standing on it.
  5. (Multi-)Grunt Switchez (237). ( is a type of Hold Switch.)
  6. Up/Down Switchez (239) (depressing one causez another to come (back) up) .
  7. Secret Switchez (241 & 242 (used)) (changez Tilez temporarily).
  8. Silver Timer Switchez (243).
Gruntz was designed with specific associationz of Switchez and Pyramidz(Arrowz);
Gold CheckPoint Switchez (CPS) control CheckPoint Pyramidz 213 (CPP) and 214
Black One-Time Switchez (BOTS) control
Black Pyramidz 249 and 250 (BP).
Yellow Switchez 221 Toggle (YTS) and 223 Hold (YHS) control
Two-Way Arrowz 201 , 202 , 203 and 204 (TWA).
Blue Switchez 225 Toggle (BTS) and 227 Hold (BHS) control
Switchable Bridge Tilez "water" 257 , 258 , "other" 259 and 260 (SBT).
Green Switchez 229 Toggle (GTS) and 231 Hold (GHS) control
Green Pyramidz 251 and 252 (GP).
Red Switchez 233 Toggle (RTS) and 235 Hold (RHS) control
Red Pyramidz 253 (RP) and 254 .
(Unique in that only one RP or is required to have the CalcCowIDz of all Red Switchez
Purple Multi-Grunt Switchez (PMGS hold Switch) control
Purple Pyramidz 255 and 256 .
Orange Up/Down Switchez 239 (OUDS) and 240 control
Orange Pyramidz 247 (OP) and 248 .
Note: There must be at least two OUDSez (one up , one depressed ) and two Orange Pyramidz (one up , one down ) associated all together ... there may be more in a group. The 'Rects' fields of each OUDS must have the ID(z) of every other OUDS in the group. The 'Rects' fields of each OP must have the IDz of every OUDS in the group.
Suggestion:
  1. Place a TileTriggerSwitch logic on one Switch in the associated set of Switchez
    1. do a CalcCowID on it
    2. Highlight the calculated Switch ID
    3. copy the ID into your clipboard (Ctrl-c)
    4. click on "Rects:"
    5. paste (Ctrl-v) from the clipboard into "Move Rects: Left" box.
    6. Click "OK" in the Rects: Dialog Box
    7. Click "OK" in the Objects: Dialog Box
  2. Place a TileTriggerSwitch logic on the next Switch in the associated set of Switchez
    1. do a CalcCowID on it
    2. Highlight the calculated Switch ID
    3. copy the ID into your clipboard (Ctrl-c)
    4. Click "OK" in the Objects: Dialog Box
  3. Go back to the first Switch
    1. click on "Rects:"
    2. paste (Ctrl-v) from the clipboard into the next "Rects:" box that has a value of '0' in it.
    3. Click "OK" in the Rects: Dialog Box
    4. Click "OK" in the Objects: Dialog Box
  4. Repeat stepz 2 and 3 until all Switchez in the set have been processed.
  5. Delete the Switch logicz from all but the first Switch.
  6. Select the first Switch logic, and copy (Ctrl-c) that logic into your clipboard.
  7. Paste from your clipboard onto all of the other associated Switch Tilez.
  8. You're done ... now all you have to do is associate Switchez to Pyramidz.
Secret Switchez change Tilez temporarily (deserving of a topic all its own)

Silver Timer Switchez (STS) control Silver Pyramidz 245 (SP) and 246

Some Custom Level designerz have found that it is possible to have (for example) a Blue Switch control Green Pyramidz. This is simply not acceptable practice. Adhere to the associations above, when creating your CLz!