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Event Controller - "If" (Uses zones) (168, rev. 7)
By  Hiccup on 10-19-12, 04:57 pm
Category 'Event controllers', known, fully documented
(no description)
Data files: none
Sprite fields:
Target Event ID: value at nybble 2-3
Switch Mode: list at nybble 11: 0=Activate Target,1=Deactivate Target
Input ID: value at nybble 0-1
Outside Zone: list at nybble 10: 0=Stop ID,1=Start ID,2=Toggle stop/start. This sprite recieves an Input ID. This selects how it will start when an input ID is received. 0 will be default as an ID already recieved.
Mario type: list at nybble 8: 0=Any Mario,1=Small Mario,2=Super Mario,3=Fire Mario,4=Mega Mario,5=Mini Mario,6=Blue Shell Mario,7=Starman
Mario zone activation: list at nybble 9: 0=Entering zone,1=Touching ground,2=In air only. This sets how switch is triggered.
Enemy Kill Zone ID: value at nybble 6-7. Set to 255 to ignore the status of this zone
Mario Zone ID: value at nybble 4-5. Set to 255 to ignore the status of this zone
Event Controller - "If" (Uses zones) (168, rev. 8)
By  Hiccup on 10-19-12, 04:58 pm
Category 'Event controllers', known, fully documented
(no description)
Data files: none
Sprite fields:
Target Event ID: value at nybble 2-3
Switch Mode: list at nybble 11: 0=Activate Target,1=Deactivate Target
Input ID: value at nybble 0-1
Outside Zone: list at nybble 10: 0=Stop ID,1=Start ID,2=Toggle stop/start. This sprite recieves an Input ID. This selects how it will start when an input ID is received. 0 will be default as an ID already recieved.
Mario type: list at nybble 8: 0=Any Mario,1=Small Mario,2=Super Mario,3=Fire Mario,4=Mega Mario,5=Mini Mario,6=Blue Shell Mario,7=Starman
Mario zone activation: list at nybble 9: 0=Entering zone,1=Touching ground,2=In air only. This sets how switch is triggered.
Enemy Zone ID: value at nybble 6-7. Set to 255 to ignore the status of this zone
Mario Zone ID: value at nybble 4-5. Set to 255 to ignore the status of this zone