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    Splash/User guide

    Buttons, values, and puzzles

    Public 1.1.0

    An object can do something when a player clicks it. Choose its action in the inspector. States also have actions for entering and leaving them.

    Action Use it for
    Set Value Store an answer, a choice, or a piece of puzzle progress.
    Increment Value Move a counter or turn a combination-lock dial.
    Change State Reveal another screen or move to the next stage.
    Vote Let each player choose an option in a shared splash.
    Run Macro Run a macro from your world.
    Close Close the splash.

    Script actions are available for more involved behaviour. The developer guide covers those.

    Text can show a named value using {key}. A counter stored as attempts can appear in text as Attempts: {attempts}. The displayed text updates when the value changes.

    1. Create values d0, d1, and d2, starting at 0.
    2. Add three text objects showing {d0}, {d1}, and {d2}.
    3. Give each digit an Increment Value button. Use step 1, minimum 0, maximum 9, and wrapping.
    4. Make locked and unlocked states.
    5. Add a check button with Change State. Load unlocked, unload locked, and add conditions for the three correct digits.

    The check button only changes state when every condition matches. Wrong combination? The player stays on the locked screen and can keep trying.

    You can also start from the supplied tumbler-lock preset instead of building it from scratch.