38: Event Controller - "IF" (Uses Locations)

=Description= This event controller will modify a Target Event ID if matching player or enemy conditions within a predefined location. Note: Some sprites are not counted as enemies, for example the Spike Ball. 'Loose Coins', on the other hand, are treated as enemies. Use a sprite like [396] to test what the game considers enemies.

=Settings=   <dualbox bit="48" comment="This determines how the Target Event is set when the conditions for this controller are satisfied." comment2="For locations with an Enemy Location ID, the reverse status will only be applied when...? For locations with only a Player Location ID, the reverse status will only be applied when...? Specifically, is the reverse condition immediately applied upon level load when it's found to not be met, or will it only apply the reverse condition after the positive condition is met? Or even more confusingly, will the reverse condition be activated when HALF of the condition is temporarily met for the first time?" title1="Activates Target Event" title2="Deactivates Target Event" />   <list comment="When [Player Location ID] is set, the Target Event will only be triggered if a player's physical location matches this condition. Measurements will always correspond to the center of the player's feet and the lowest pixel." comment2="Within: The Target Event is only modified if a player is inside the Player Location. &lt;br&gt;&lt;br&gt;Ground: The Target Event is only modified if a player is touching the ground while inside the Player Location.&lt;br&gt;&lt;br&gt;Air: The Target Event is only modified if a player is jumping or otherwise not touching the ground but is still inside the Player Location.&lt;br&gt;&lt;br&gt;Climbing: The Target Event is only modified if a player is in a climbing state, such as on a vine or chainlink fence." nybble="10" requiredbit="17-24" requiredval="0-254" title="Player Status"> Within Ground Air Climbing  Any Status No Power-up Mushroom Fire Flower Mini Mushroom Star   <list bit="43-44" comment="This will determine how often the Target Event ID will be modified." comment2="Single Use: When the player and enemy conditions are both satisfied, the Target Event will be modified, and the controller will not affect the Target Event again even if the conditions later become satisfied again. &lt;br&gt; &lt;br&gt;Multi-Use: Each time the player and enemy conditions are both satisfied, the Target Event will be modified. &lt;br&gt; &lt;br&gt;Only While Satisfied: The Target Event will only be modified while the player and enemy conditions are both satisfied. When either or both are not actively being satisfied, the Target Event is set to the opposite state instead. Additionally, this flags the event as 'activated' every frame." title="Usage Mode"> Single Use Multi-Use Only While Satisfied