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Type Object
Object ID 0x1F
Games used Night of 100 Frights
Battle for Bikini Bottom
The SpongeBob SquarePants Movie
The Incredibles
Rise of the Underminer

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.


Conditionals are object assets, so they start with their 0x8 byte header, then are followed by:

Offset Type Variable Description
0x08 int constNum Evaluation Amount
0x0C AssetID exprl Variable
0x10 int op Operation
0x14 AssetID value_asset Sub Variable
0x18 Event[numberOfEvents] Events


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)


  • EQUAL_TO = 0,
  • LESS_THAN = 2
  • NOT_EQUAL_TO = 5