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Puzzle Memory

Memory sequence puzzle -

Champs

ChampTypePar défautDescription
puzzleTypePuzzleTypeMEMORY_SEQUENCE—Valeurs :BLOCK_PUSHLASER_GRIDMEMORY_SEQUENCELEVER_ORDERPATTERN_PLACEMENTCOOP_PRESSUREITEM_FRAMECOMBINATION_LOCKPEDESTAL_OFFERING
factRef<CachableFactEntry>——
amountVar<Int>1—
timeLimitVar<Int>0—
cooldownOnFailVar<Int>0—
maxAttemptsVar<Int>0—
resetOnWrongVar<Boolean>true—
showHintsVar<Boolean>true—
hintMessageVar<String><yellow>Repeat the sequence! {progress}/{total}Chat message sent after each step of the puzzle when hints are on. {progress} is the steps done, {total} the steps needed. Leave it empty to send nothing.PlaceholdersCouleurs
completionMessageVar<String>DEFAULT_PUZZLE_COMPLETION_MESSAGEChat message sent once to the player who solves the puzzle. Leave it empty to send nothing.PlaceholdersCouleurs
onStartRef<TriggerableEntry>——
onCompleteRef<TriggerableEntry>——
onFailRef<TriggerableEntry>——
onTimeoutRef<TriggerableEntry>——
onLifespanExpireRef<TriggerableEntry>——
lifespanVar<Int>0—
isSharedVar<Boolean>falseShare the progression with the players of the group set on the fact: a step, a mistake or the solve by one player applies to the others. Needs a fact with a group; has no effect without one.
activationRadiusVar<Double>DEFAULT_PUZZLE_ACTIVATION_RADIUSDetection radius in blocks. The sequence only starts once the player stands in the world of the buttons, within this radius. 0 = no distance limit (the world is still enforced).
buttonsList<MemoryButtonDef>emptyButtons the player can click, with positions, materials, and sounds.
MemoryButtonDef (3)
ChampTypePar défautDescription
positionVar<Position>ORIGINWorld position of the button.
materialVar<Material>STONE_BUTTONMaterial to display for this button.
clickSoundSound—Sound played when this button is clicked.
sequenceLengthVar<Int>4Number of steps in the sequence.
highlightDurationVar<Long>20Time each step is highlighted (ticks).
stepGapVar<Long>10Delay between steps (ticks).
inputDelayVar<Long>20Delay before player can input after sequence display (ticks).
highlightMaterialVar<Material>GLOWSTONEMaterial used to highlight a button during sequence display.
solveSoundSound—Sound played when the puzzle is solved.
memorizeMessageVar<String><gold>Memorize the sequence…Action bar text shown while the sequence plays, and when the player clicks before it ends. Leave it empty to send nothing.PlaceholdersCouleurs
yourTurnMessageVar<String><green>Your turn! <white>{progress}/{total}Action bar text shown when the sequence ends and the player may click. {progress} is the steps done (0), {total} the length of the sequence. Leave it empty to send nothing.PlaceholdersCouleurs
stepCorrectMessageVar<String><green>Well done! <white>{progress}/{total}Action bar text shown after each correct click. {progress} is the steps done, {total} the length of the sequence. Leave it empty to send nothing.PlaceholdersCouleurs
Champs TypeWriter communs (criteria)
ChampTypePar défautDescription
criteriaList<Criteria>empty—