AND/OR Block

AND What it does: Becomes true only when ALL connected conditions are simultaneously true. How it works: When to use: Example (Simple):Connect: [task 1] finished AND score ≥ 100Result: Both must be true to activate actions Example (Chaining for 3+ conditions):Block 1: [task 1] finished and [task 2] finished (output = AND1)Block 2: AND1 and […]

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When … Then Block

UI name in toolbox: when … then Definition: A WHEN-THEN block executes one or more actions the moment a connected condition becomes true. What it does: How to build it: Block structure: Important note: This block has no else branch. Example (Simple):Condition: timer > [0] h [10] min [0] sResult: open [task 5] for answering […]

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NOT BLOCK

UI name in toolbox: logic_negate (Blockly built-in) Definition: A NOT block inverts a Boolean condition. It returns true when the original condition is false, and vice versa. Block type: Value block, output type Boolean What it does: Reverses the boolean logic of a single condition. How to build it: How it works: When to use: […]

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LOGIC BLOCKS

One-sentence purpose: Logic blocks execute actions when specific conditions become true. What they do: Logic blocks create conditional structures in your game using WHEN-THEN patterns. They connect conditions (triggers) to actions (responses), forming the decision-making framework of your game. Block toolbox location: Logic category How to use logic blocks: Blocks:

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TIMER FROM GAME START

UI name in toolbox: timer >|< [H] h [MIN] min [S] s Block type: Value block, output type Boolean Definition: Becomes true based on how long the game has been running since it started. When it becomes true: How to build it: Field specifications: Example (Simple):Operator: >Values: 0 h, 10 min, 0 sMeaning: Condition is […]

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DATE-TIME CONDITION

UI name in toolbox: date >|< [Y] [M] [D] [H] [MIN] [S] TZ [T] Block type: Value block, output type Boolean Definition: Becomes true when the actual date and time reach a specific moment (real-world clock time). When it becomes true: How to build it: Field specifications: Example (Simple):Date: 2024 / 12 / 25Time: 18:00:00Timezone: […]

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TASK FINISHED CONDITION

UI name in toolbox: [TASK] finished Block type: Value block, output type Boolean Definition: Becomes true when a task can no longer be answered by the player. When it becomes true: Depends entirely on the task’s finish behavior setting (configured in task properties, not in the block). Finish behavior options: How to build it: Input […]

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ANSWER IS CORRECT/INCORRECT

UI name in toolbox: [TASK] answer is (correct|incorrect|correct or incorrect) Block type: Value block, output type Boolean Definition: Becomes true when the last answer submitted to a specific task matches the correct answer (or incorrect if selected). When it becomes true: How to build it: Input requirements: Field: How it differs from Task Finished: Example […]

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ANSWER IS CORRECT/INCORRECT BY ANY TEAM

UI name in toolbox: [TASK] answer is (correct|incorrect|correct or incorrect) by any team Block type: Value block, output type Boolean Definition: Becomes true when ANY team within the same scope submits the specified answer (correct or incorrect). When it becomes true: When any team (not just the current team) submits a matching answer to the […]

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ANSWER IS … (EXACT ANSWER)

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 […]

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