EvilEngine/COND
A conditional is an asset which evaluates a condition upon receiving the Evaluate event. It will fire a different event depending on the result (true or false). The "input value" (value of variable) is checked against the Evaluation Amount using the operation specified in Operation.
For example, if the Evaluation Amount is 500, the Variable is D6FCCFE7 (Shiny Objects) and the operation is NOT_EQUAL_TO (5), the conditional will evaluate to true if the shiny object count is not equal to 500, and false otherwise (when it's equal to 500). Clam gates and level warps usually check if your shiny object or spatula count is GREATER_THAN_OR_EQUAL_TO (3) their specified amount.
The Sub Variable is usually null but can be the asset ID of a CNTR for the Counter Value variable, for example.
Format
Conditionals are object assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Description |
---|---|---|
0x08 | int | Evaluation Amount |
0x0C | AssetID | Variable |
0x10 | int | Operation |
0x14 | AssetID | Sub Variable |
Events | ||
0x18 | Event[numberOfEvents] | Events |
Variables
Value | Description |
---|---|
29600EB0 | Sound mode |
84D4A26D | Music Volume |
1E0EEB55 | SFX Volume |
42453758 | Memory Card Available |
3B93C93F | Vibration is on |
704D04A9 | Letter of scene |
0B11B427 | Room |
9653DA31 | Current Level Collectable |
18249056 | Pat's Socks |
D1FEEEE2 | Total Pat's Socks |
D6FCCFE7 | Shiny Objects |
C7E0F71C | Golden Spatulas |
9482683D | Current Date |
950F49B7 | Current Hour |
BD2884E7 | Current Minute |
4329EFFD | Counter Value |
A6956B3F | Is Enabled (0=No, 1=Yes) |
1E42996C | Is Visible (0=No, 1=Yes) |
Operations
- EQUAL_TO = 0,
- GREATER_THAN = 1
- LESS_THAN = 2
- GREATER_THAN_OR_EQUAL_TO = 3
- LESS_THAN_OR_EQUAL_TO = 4
- NOT_EQUAL_TO = 5