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puzzle_chain

Links puzzles into a sequence. The chain advances as each puzzle is solved and fires onChainComplete once the last one is done.

Fields

FieldTypeDescription
puzzleEntryIdsList<String>Puzzle entry IDs to chain, in order.
onChainCompleteRef<TriggerableEntry>Fired when the whole chain is completed.
onChainFailRef<TriggerableEntry>Fired when a puzzle in the chain fails.
resetOnFailVar<Boolean>Whether failing any puzzle resets the entire chain.

How could this be used?

A three-room trial where each room's puzzle must be solved before the next unlocks, and a single mistake sends the player back to the first room — set resetOnFail to false to keep the trial forgiving instead.