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Puzzle Pattern

Pattern placement puzzle -

Fields

FieldTypeDefaultDescription
puzzleTypePuzzleTypePATTERN_PLACEMENT—Values: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>false—
showHintsVar<Boolean>true—
hintMessageVar<String><yellow>Place blocks in the correct pattern! {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.PlaceholdersColors
completionMessageVar<String>DEFAULT_PUZZLE_COMPLETION_MESSAGEChat message sent once to the player who solves the puzzle. Leave it empty to send nothing.PlaceholdersColors
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 around the grid. The preview is only rendered for players standing in the grid's world, within this radius. 0 = no distance limit (the world is still enforced).
patternList<PatternSlotDef>emptyExpected materials for the grid pattern, in row-major order.
PatternSlotDef (1)
FieldTypeDefaultDescription
materialVar<Material>AIRMaterial expected at this grid position.
gridOriginVar<Position>ORIGINWorld origin of the grid (the block at row 0, column 0).
columnsVar<Int>3Number of columns in the grid pattern.
previewOffsetYVar<Int>2Vertical offset for the client-side preview. The placement grid itself stays empty.
ghostBlocksVar<Boolean>falseRender transparent client-side ghost blocks directly on the placement grid.
toleranceVar<Int>0Tolerance: maximum number of mismatched blocks before reset. Default 0 = exact match only.
correctSoundSound—Sound played on correct block placement.
wrongSoundSound—Sound played on wrong block placement.
solveSoundSound—Sound played when the pattern is fully matched.
progressMessageVar<String><green>Pattern <white>{progress}/{total}Action bar text shown after each block placed in the right slot. {progress} is the slots filled, {total} the slots of the pattern. Leave it empty to send nothing.PlaceholdersColors
Common TypeWriter fields (criteria)
FieldTypeDefaultDescription
criteriaList<Criteria>empty—