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        <title>Advanced Task Editing</title>
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        <description>Advanced Task Editing

This section is designed for experienced authors who want to build complex interactive levels, use dynamic templates, customize scripts, and integrate games with external sites or services.

Subsections

	*  Scripts and Interactive Elements — writing custom client-side JavaScript to interact with players directly on the level page.</description>
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        <title>Skills for an AI agent: working with the whole game</title>
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        <description>Skills for an AI agent: working with the whole game

The prompt page is for a chatbot that writes tasks in a chat. This one is for an agent with access to files (Claude Code, Codex, Cursor, Gemini CLI, Grok Build and the like): it takes the game downloaded from the editor, understands it and edits it — levels, codes, bonuses, hints, the order of tasks — not by reading the JSON itself but through a tool. It can also design a level from the engine's reference, with examples from the</description>
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        <title>Task Editing and Generation using AI</title>
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        <description>Task Editing and Generation using AI

Modern chatbots (e.g., ChatGPT, Claude, Gemini) do a great job generating and editing levels, codes, hints, and bonuses in JSON format for subsequent import into the engine.

Using AI allows you to quickly create:</description>
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        <title>Basic Formatting and Media</title>
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        <description>Basic Formatting and Media

In the QEng task editor, you can use HTML markup to format text and insert media files. The engine is built on Bootstrap, so all standard Bootstrap styling classes are available for layout.

Images

Responsive Full-width Image</description>
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        <title>The Game Editor</title>
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        <description>The Game Editor

The editor is a single page holding the whole scenario: game settings, tasks with their codes, bonuses and hints, global bonuses, task orders and authors. Open it with the “Edit” button in the game list, or with the “Edit game</description>
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Pictures, sounds, and everything else shown to the player live in the game's folder on our storage. They are uploaded on the “Files” tab of the editor.

This is the one place in the editor that does not go through the draft: a file goes to the server at once, and it is deleted at once too. The</description>
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Using CSS and JavaScript, you can change the interface of specific tasks or the game as a whole.

Displaying the Cumulative Bonus in a Storm Game

If the game engine is storm-based, you can display the total number of bonuses (points) accumulated by the team directly in the top panel of the screen.</description>
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        <title>Creating and Copying Tasks</title>
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        <description>Creating and Copying Tasks

This section describes how to add tasks to a game, duplicate them, and move them between games.

Creating a task

	*  Open the game editor, the “Tasks” tab.
	*  Click “+ Add task” under the task list. The task goes to the end of the scenario and takes the next free number.</description>
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        <title>How to get the JSON of a task or a game</title>
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JSON is the text form of a task or of a whole game. It is what you send to another author, keep as your own backup, or paste into another game with the “Paste tasks from the clipboard...“ button.

Everything below is in</description>
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        <title>Task Settings</title>
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        <description>Task Settings

Each task (level) in the game has a set of parameters that define the logic of its passage, auto-transitions, hints release, and bonus calculation.

Main Level Parameters

Codes (Answers)

To pass a level, players must submit one or more correct codes.</description>
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