UI name in toolbox: (score|odometer (m)) (≤|<|=|>|≥) [NUMBER] Block type: Value block, output type Boolean Definition: Becomes true (or remains true) based on a comparison between current score/odometer and a threshold value. When it becomes true: How to build it: Field specifications: What it monitors: Example (Simple):Block: score > 500Result: Whenever score exceeds 500, condition […]
Category: 9.Important to know
Things that are a must to know today.
ON TRACK CONDITION
UI name in toolbox: on track [INDEX] Block type: Value block, output type Boolean Definition: Checks which track a team is assigned to, enabling different game experiences for different teams. When it becomes true: When a team is assigned to the specified track number. How to build it: Field: How it works: When to use: […]
QR CONDITION
UI name in toolbox: scan QR [VALUE] Block type: Value block, output type Boolean Definition: Becomes true when a specific QR code is scanned during the game. When it becomes true: The moment the defined QR code is scanned. How to build it: Field: How it’s defined: Important QR code restrictions: Scope: Game-wide (persistent across […]
BARCODE CONDITION
UI name in toolbox: scan barcode [VALUE] Block type: Value block, output type Boolean Definition: Becomes true when a specific barcode is scanned during the game. When it becomes true: The moment the defined barcode is scanned. How to build it: Field: Barcode format requirements: Notes: Example (Simple):Block: scan barcode 123456789012Result: Scanning that barcode triggers […]
TIMER AFTER TASK FINISHED
UI name in toolbox: timer >|< [VALUE] (s) after [TASK] finished Block type: Value block, output type Boolean Definition: A timer that starts when a specific task is finished, and triggers based on > or < comparisons relative to that start point. When it becomes true: How to build it: Input/Field requirements: How it works: […]
ODOMETER AFTER TASK FINISHED
UI name in toolbox: odometer > [VALUE] (m) after [TASK] finished Block type: Value block, output type Boolean Definition: Becomes true when the odometer (distance traveled) exceeds a specified value AFTER a specific task has been finished. When it becomes true: How to build it: Input/Field requirements: Important – Task must be finished first: Example […]
CONDITION BLOCKS
One-sentence purpose: Condition blocks are the triggers that activate WHEN-THEN logic. They represent game states and player actions that you want to respond to. What they do: Conditions monitor your game in real time and return true or false based on game events, player input, time, and other factors. How they connect: Condition blocks connect […]
SHOW [TASK] ON MAP
UI name in toolbox: show [TASK] on map Block type: Statement block (executes in sequence) Definition: Displays one or more tasks on the game map. When it executes: How to build it: Input requirements: What it does: Important note: If task has no location, you must add location after placing the block. Example (Simple):Block: show […]
SHOW [TASK] IN LIST
UI name in toolbox: show [TASK] in list Block type: Statement block (executes in sequence) Definition: Displays one or more tasks in the task list (sidebar or quest log). When it executes: How to build it: Input requirements: What it does: Example (Simple):Block: show [3] icon “Quest3” in listResult: Task 3 appears in the player’s […]
SHOW [TASK] ON PLAYGROUND
UI name in toolbox: show [TASK] on playground [INDEX] Block type: Statement block (executes in sequence) Definition: Displays a task icon on a playground (defined indoor or bounded area). When it executes: Visibility in toolbox: How to build it: Input requirements: Example (Simple):Block: show [5] on playground CourtyardScenario: Playground “Courtyard” exists in game settingsResult: Task […]