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The Purple Glove can create plant food when a zombie is killed. But a kill is not a free-standing lottery ticket: the game first assigns credit to a plant, then checks that plant's chance, cooldown, and the current mode.

Start with the right item

The Purple Glove's alias is super_clock. The actual Speed-up Clock is super_clock_15. Names in this family are poor descriptions of their effects; the accessory reference resolves them by item name.

The glove's plant-food effect unlocks at accessory level 3. Its configured chance rises from 10% to 15% and then 18% at levels 3, 4, and 5. Earlier levels still provide attack-related boosts, but no plant-food-on-kill contribution.11Accessory entries supply the numbersSuper quality selects SuperBoostList by stored level, admitting indices 0–5 for the six-entry MaxLevel-5 items. Invalid levels fall back to Boosts, which is empty for these items. The aggregator sums matching entry Values[0]. The referenced PlantBoostPropertySheet binds Type only; its own Values declaration is not the effect magnitude consumed here. Purple Glove plant-food entries are 0.10, 0.15, and 0.18 at levels 3–5.0x1015d4f800x10184c6200x1017423fc

The stored accessory level directly indexes SuperBoostList. Index 0 is the un-upgraded state, followed by levels 1–5. There is no hidden extra shift in this lookup.

The zombie remembers the last plant that hit it

A plant-sourced damage event writes the source plant's handle into the zombie's credit field. Another plant's later hit replaces that handle. A later non-plant hit does not supply a new plant handle.

The normal lethal-damage paths can pay either the current plant source or the saved plant credit. This makes the most recent plant damage relevant even when that plant is not the source of the final blow.

Both paths share a one-shot flag on the zombie. They set it before entering the reward routine, so the same normal damage event cannot pay both paths. If a later chance or cooldown gate fails, the flag remains spent.22Damage credit and the one-shot flagEach plant-sourced hit writes the most recent plant handle to zombie +0x648. Both normal damage reward paths test and set +0x644 before calling the reward routine. A failed inner gate still consumes this normal-path credit. SpartanBambooMatrixSystem calls the routine once per registered resolving plant and does not consult that flag.0x1019a341c0x1019a35fc0x1019a3cd00x100307a68

This path starts from damage handling. A transformation or removal that bypasses it does not become a glove reward merely because the zombie disappears.

Chance and cooldown must both pass

Write uu for the random draw, pp for the plant's plant-food rate, tt for the clock, and dd for its stored deadline. The two numerical gates are strict:

u<p,d<t.u<p,\qquad d<t.

An allowed successful drop creates the pickup and sets the new deadline to

d←t+8.d\leftarrow t+8.

Each plant has its own deadline. Killing many zombies with the same plant during that interval does not create more opportunities for an immediate pickup. A different plant can have a ready deadline of its own. Equality at the deadline still fails; the clock must pass it. The timeline below uses the routine's clock units.33Strict chance and deadline gatesPlant food requires draw < rate and stored deadline < the clock at singleton +0x24. Success creates a pickup and then stores clock + 8.0. The clock service has not been identified, so 8.0 is retained as clock units. The routine also applies board and mode gates. The spawn path has no per-wave plant-food cap and does not query the stored plant-food meter; pickup collection is a later operation.0x10175611c0x1017561780x1017562680x101588a24

  1. 2draw too high
  2. 5pickup
  3. 7deadline not passed
  4. 13deadline not passed
  5. 15draw too high
  6. 18pickup
  7. 22deadline not passed
  8. 27draw too high
Plate 10.1A plant’s credited kills on the routine’s clock with the Purple Glove at level 3, whose plant-food chance is 0.10. The kill times and draws are stated inputs; the plant’s deadline starts at 0.A pickup needs u < 0.10 and d < t; then d ← t + 8.

Step through

  1. 1Kill 1. At 2 the draw 0.62 is not below the chance 0.10; the deadline stays 0.
  2. 2Kill 2. At 5 the draw 0.07 is below 0.10 and the deadline 0 has passed: a pickup, and the deadline becomes 13.
  3. 3Kill 3. At 7 the draw 0.04 is below 0.10, but the deadline 13 has not passed.
  4. 4Kill 4. At 13 the draw 0.05 is below 0.10, but the deadline 13 has not passed: at equality the strict test fails.
  5. 5Kill 5. At 15 the draw 0.31 is not below the chance 0.10; the deadline stays 13.
  6. 6Kill 6. At 18 the draw 0.09 is below 0.10 and the deadline 13 has passed: a pickup, and the deadline becomes 26.
  7. 7Kill 7. At 22 the draw 0.02 is below 0.10, but the deadline 26 has not passed.
  8. 8Kill 8. At 27 the draw 0.12 is not below the chance 0.10; the deadline stays 26.

Only success rearms the cooldown. Failed rolls do not postpone its deadline. The draw itself happens before the cooldown test, so an attempt can consume random state even when the deadline will reject it.

The reward routine also has board and mode checks, including exclusions for several modes using special plant-food variants. Its ordinary plant-food spawn branch does not impose a per-wave quota or check whether the player's plant-food meter is full. Creating a pickup and collecting it are separate operations.

Another caller changes the accounting

The Spartan Bamboo matrix system calls the same reward routine for each registered plant that resolves. That caller does not consult the normal per-zombie one-shot flag. Multiple plants can therefore reach their own chance and deadline gates from the same matrix event.

This is a different caller with different accounting. Treating every path as “one roll per zombie” misses it; treating every plant as eligible for repeated normal kill credit also misses the one-shot flag.

The resulting pickup uses the same factory as the carrier-based plant-food path. The two systems meet at pickup creation, after arriving through different eligibility rules.

Even a failed reward can change later randomness

The routine draws for plant food and coins before reading whether their rates can succeed. Under the ordinary global-stream path, a plant-credited kill uses at least 2 draws. It uses 3 while the sun amount is at most 499, and 5 when the sun payout branch also fires.

That consumption can shift unrelated later results on the same game generator. It does not advance Evolution's separate library-shuffle stream. The stream diagram shows why these distinctions matter.

For the full level table and equip exclusions, see the Purple Glove record.

Notes

The evidence behind each claim: the code path, and the native addresses where it was traced.

  1. 1

    Accessory entries supply the numbers

    Super quality selects SuperBoostList by stored level, admitting indices 0–5 for the six-entry MaxLevel-5 items. Invalid levels fall back to Boosts, which is empty for these items. The aggregator sums matching entry Values[0]. The referenced PlantBoostPropertySheet binds Type only; its own Values declaration is not the effect magnitude consumed here. Purple Glove plant-food entries are 0.10, 0.15, and 0.18 at levels 3–5.

    0x1015d4f800x10184c6200x1017423fc
  2. 2

    Damage credit and the one-shot flag

    Each plant-sourced hit writes the most recent plant handle to zombie +0x648. Both normal damage reward paths test and set +0x644 before calling the reward routine. A failed inner gate still consumes this normal-path credit. SpartanBambooMatrixSystem calls the routine once per registered resolving plant and does not consult that flag.

    0x1019a341c0x1019a35fc0x1019a3cd00x100307a68
  3. 3

    Strict chance and deadline gates

    Plant food requires draw < rate and stored deadline < the clock at singleton +0x24. Success creates a pickup and then stores clock + 8.0. The clock service has not been identified, so 8.0 is retained as clock units. The routine also applies board and mode gates. The spawn path has no per-wave plant-food cap and does not query the stored plant-food meter; pickup collection is a later operation.

    0x10175611c0x1017561780x1017562680x101588a24