Switchez

Tile Properties/Attributes: User

Edit Objects Dialog Box
The following fieldz are required for every Switch.

ID: Calculated, after CalcCowID
(Absolutely required!)
Logic: TileTriggerSwitch
Image Set: GAME_WAPWORLDONLY_SWITCH
Speed X: The Gruntz Level Editor will generate the X Tile coordinate of the Switch when CalcCowID is pressed.
Speed Y: The Gruntz Level Editor will generate the Y Tile coordinate of the Switch when CalcCowID is pressed.

If it is at all possible for a Grunt (or Rolling Rock) to activate any type of Switch, there must be a TileTriggerSwitch logic on that Tile, or the game will exit when the Switch is pressed. If there is a TileTriggerSwitch logic, there must be an associated TileTrigger logic (on a Tile of the proper type), or the Custom Level will not load at all.

Switch Tilez always come in pairz; raised (unactivated ... odd numbered Tilez) and depressed (already used, or a Grunt is standing on it ... even numbered Tilez ... unactivated + 1). This Topic will only describe unactivated Switchez, as only four depressed varieties (#216, #218, #240 and #242) can exist permanently in a Gruntz Level (it wouldn't make sense to use them in designing a Custom Level).
Press "CalcCowID" to complete creation of a Switch!

When you are in the Gruntz Level Editor, this Tile will always appear as Yellow and blank, as it appears in the "Tile Images" sub-window. It will appear differently when the (Custom) Level is loaded by the Gruntz game, if a value other than 0 is entered in the Smarts: field of the Edit Objects dialog box, when the graphic for the required Tool (see Appendix B: Toolz) or Toy (see Appendix B: Toyz) will appear on the Switch Tile.

215 CheckPoint Switch. Togglez Pyramid Tilez 213 & 214
Edit Objects Dialog Box additional fields.
Smarts: 0 means any Grunt may activate the CheckPoint Switch. Any other value indicatez a Grunt must possess a certain item, in order to activate the CheckPoint Switch.

217 Black One-Time Switch (has a white "1" on it).
Toggles every associated Black Pyramid , and remains depressed , never to be used again.

The following Switchez come in two varieties; Toggle and Hold.
Toggle (curved arrow on surface) ... the item controlled by the Switch will change state, and remain in that state until a Switch associated with it is depressed (or released).
Hold (straight arrow on surface) ... the item controlled by the Switch will change state and remain in that state until the Switch is released, or another Switch associated with it is depressed (or released).
221 and 223 Yellow Switchez. Togglez associated Two-Way Arrowz (Tilez #201 -> #204 ).

225 and 227 Blue Switchez. Togglez associated Switchable Bridge Tilez (Tilez #257 -> #260 ).

229 and 231 Green Switchez. Toggle every associated Green Pyramid (Tilez #251 and #252 ).

233 and 235 Red Switchez. Toggle every Red Pyramid (Tilez #253 and #254 ).


The following Switch has the outline of two Gruntz on the surface.
237 Purple Switch. (aka "Multi-Grunt Switch").
Toggles every associated Purple Pyramid.
Usually, more than one of these Switchez is required to satisfy the conditions for
raising or lowering the associated Purple Pyramidz. (Tilez #255 and #256 ).

The Orange Switchez are required to have all the other ID #s of the Orange Switchez in the group. Orange Pyramidz should contain the switch ID of the Orange Switch in the group that is supposed to toggle them. Important! Also, 1 of the Orange switchez needz to be in the down position (tile #240) initially.

239 Active Orange Up/Down Switch (OUDS).
Toggle every associated Orange Pyramid (Tilez #247 and #248 ).
240 Inactive Orange Up/Down Switch.
Object Rectangles Dialog Box additional fields


241 Gold ? Switch (Secret Switch).
Operates TileSecretTrigger logics.
The TileSecretTrigger logics will temporarily modify the tiles that the logics are located on.
Once activated, it remains depressed , never to be used again.

243 Silver Timer Switch has a clock face on its surface.
When activated, Silver Pyramidz (Tilez 245 and 246 ) are affected by the contents of their TileTrigger logics (see ... Pyramidz).
This Switch may be used over, and over again.
Exception: when a Grunt is teleported onto the Silver Timer Switch, and there is no nearby Tile the Grunt can move to, and return later.
See "Olio" for example.