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under Active object in event editor
Direction -> Select Direction -> Click 1+1 (which is calculate direction)
and input the math formula you want... it will loop the values between 0 and 31, if you add 1 to 31, it changes it to 0.
Not sure how to change the base number to 360, since it is between 0 and 31... but you can always do a math conversion... such as 0 = 0 and 360 = 0 and 180 = 16 and 90 = 8 and 270 = 24 and etc.
Math would be along the lines of
(16/180) * Degree = Direction
and
(180/16) * Direction = Degree
Note that with this math 32 Direction = 360 Degree = 0 Direction = 0 Degree
The math may make it 32 or 360 or 0 or 0... luckily the program loops so when it gets to 32, it flips it to 0 so this should not be an issue
NOTE: since decimals are at play... make sure you do (16.0/180.0) * Degree = Direction... otherwise it will round
NOTE 2: o and when you have it convert to an odd direction to lets say like 14.2... i would assume that the "calculate direction" would round it to 14, since direction 14.2 does not exist. Or if you want more control of how it is rounded, round the numbers yourself. The program otherwise may only round down so 14.9 might be 14 still.