UI name in toolbox: [TASK] (last|any) answer is [ANSWER]

Block type: Value block, output type Boolean

Definition: Becomes true when a specific, exact answer is given to a task, regardless of whether it’s marked correct. Allows checking for ANY occurrence or the LAST answer only.

When it becomes true: When the player’s answer exactly matches the defined answer string/value.

How to build it:

  1. Drag [TASK] (last|any) answer is [ANSWER] from Logic category
  2. Connect a task block to the [TASK] socket
  3. Select last or any from dropdown:
  • last: Checks only the most recent answer
  • any: Checks all submitted answers (triggers for any matching answer)
  1. Enter the answer value in [ANSWER] field
  2. Connect to condition socket in WHEN block

Input requirements:

  • [TASK] input: must be type Task

Field:

  • Stage dropdown: last or any
  • [ANSWER] field: adapts based on task type (see below)

Answer field behavior:

  • For generic task blocks (task [1], tasks [1] to [5], all tasks, tasks with tag [VALUE]): Text input only
  • For concrete dynamic task blocks ([N] [icon] [task short text]): Adapts based on actual task answer type:
  • Text task: text input
  • Multiple choice (single select): dropdown menu
  • Multiple choice (multiple select): dropdown menu
  • Number task: number input
  • Number range task: number input
  • Code Box: text input (answer length must match box count)

Tip: For answer-type aware input (dropdown/number field instead of text), pick a concrete task block from the Tasks category.

What it checks: Answer content only, NOT correctness.

Example (Simple):
Block: [2] icon "Capital?" last answer is Paris (dropdown selected from multiple-choice options)
Result: Triggers when most recent answer to Task 2 is “Paris”

Example (Multiple attempts with “any”):
Block: [3] icon "Guess" any answer is Berlin
Scenario:

  1. Player answers: “London” → Condition FALSE
  2. Player answers: “Berlin” → Condition TRUE (triggered because “any” matches Berlin)
  3. Player answers: “Paris” → Condition still TRUE because “any” found a match earlier

Example (Code Box format):
Task: 4-box Code Box asking for access code
Block: [7] icon "Code Box" last answer is 1234
Result: Triggers only if player enters exactly 1-2-3-4 in the four boxes (answer length must match box count)

Notes:

  • Does not check correctness—only matches the defined answer
  • Useful for creating specific branching based on answer content
  • Case-sensitive for text answers
  • Different from “Answer Is Correct” (which checks the actual correct answer setting)
  • “Any” mode can be useful for unlock-on-first-mention scenarios

Common mistakes:

  • Expecting it to check correctness (use “Answer Is Correct” instead)
  • Forgetting case sensitivity in text answers
  • Not matching Code Box format (answer length must match box count)
  • Using “last” when “any” logic would be clearer (or vice versa)
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