puzzleType | PuzzleType | MEMORY_SEQUENCE | —Valores:BLOCK_PUSHLASER_GRIDMEMORY_SEQUENCELEVER_ORDERPATTERN_PLACEMENTCOOP_PRESSUREITEM_FRAMECOMBINATION_LOCKPEDESTAL_OFFERING |
fact | Ref<CachableFactEntry> | — | — |
amount | Var<Int> | 1 | — |
timeLimit | Var<Int> | 0 | — |
cooldownOnFail | Var<Int> | 0 | — |
maxAttempts | Var<Int> | 0 | — |
resetOnWrong | Var<Boolean> | true | — |
showHints | Var<Boolean> | true | — |
hintMessage | Var<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.PlaceholdersColores |
completionMessage | Var<String> | DEFAULT_PUZZLE_COMPLETION_MESSAGE | Chat message sent once to the player who solves the puzzle. Leave it empty to send nothing.PlaceholdersColores |
onStart | Ref<TriggerableEntry> | — | — |
onComplete | Ref<TriggerableEntry> | — | — |
onFail | Ref<TriggerableEntry> | — | — |
onTimeout | Ref<TriggerableEntry> | — | — |
onLifespanExpire | Ref<TriggerableEntry> | — | — |
lifespan | Var<Int> | 0 | — |
isShared | Var<Boolean> | false | Share 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. |
activationRadius | Var<Double> | DEFAULT_PUZZLE_ACTIVATION_RADIUS | Detection 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). |
buttons | List<MemoryButtonDef> | empty | Buttons the player can click, with positions, materials, and sounds.MemoryButtonDef (3)
| Campo | Tipo | Predeterminado | Descripción |
|---|
position | Var<Position> | ORIGIN | World position of the button. | material | Var<Material> | STONE_BUTTON | Material to display for this button. | clickSound | Sound | — | Sound played when this button is clicked. |
|
sequenceLength | Var<Int> | 4 | Number of steps in the sequence. |
highlightDuration | Var<Long> | 20 | Time each step is highlighted (ticks). |
stepGap | Var<Long> | 10 | Delay between steps (ticks). |
inputDelay | Var<Long> | 20 | Delay before player can input after sequence display (ticks). |
highlightMaterial | Var<Material> | GLOWSTONE | Material used to highlight a button during sequence display. |
solveSound | Sound | — | Sound played when the puzzle is solved. |
memorizeMessage | Var<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.PlaceholdersColores |
yourTurnMessage | Var<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.PlaceholdersColores |
stepCorrectMessage | Var<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.PlaceholdersColores |