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puzzle_lever_order

The player must flip a set of levers in a defined order. Flipping the wrong lever resets progress when resetOnWrong is on.

Fields

FieldTypeDescription
leversList<LeverDef>Levers in this puzzle, each with a position and an activation order index.
correctSoundSoundPlayed on a correct lever activation.
wrongSoundSoundPlayed on a wrong lever activation.
solveSoundSoundPlayed when the puzzle is solved.

LeverDef

FieldTypeDescription
positionVar<Position>World position of the lever block.
orderIndexVar<Int>Activation order (0 = first, 1 = second, ...).

See the shared puzzle fields for lifecycle, timing and trigger options.

How could this be used?

A tomb door that opens once four torches are lit in the order painted on the wall — with showHints off, so the answer has to be found in the room rather than in the chat.