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       <dc:date>2026-10-30T11:42:39+0000</dc:date>
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        <dc:date>2026-08-16T23:04:57+0000</dc:date>
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        <title>Encrypted Game Information (Task API)</title>
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        <description>Encrypted Game Information (Task API)

Why?

If you need to pass some information about the game during the game to third-party services (Telegram bots, third-party scripts, custom auth setups etc.), it is recommended to use the generation of an encrypted string. In this case, even tech-savvy players will not be able to see what information is being passed or modify it themselves (which is especially relevant for long formats).</description>
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        <dc:date>2026-09-18T06:51:04+0000</dc:date>
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        <title>Scripts and Interactive Elements in Tasks</title>
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        <description>Scripts and Interactive Elements in Tasks

Player/Team Dependent Information

The engine supports special placeholders that automatically resolve to player-specific or team-specific information:

	*  !username! — player login
	*  !name! — player display name</description>
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        <dc:date>2026-09-18T06:51:04+0000</dc:date>
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        <title>Composite Codes</title>
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        <description>Composite Codes

A composite code is a final level code assembled from several parts scattered across codes, bonuses, global bonuses and hints. As soon as the team collects every part, the engine submits the assembled code for the players automatically.</description>
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Templates are dynamic expressions evaluated on the server before the page is sent to the players. In the browser, only the result of the expression for their specific team is shown. The template code itself is NOT visible, even in the page source code.</description>
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        <dc:date>2026-09-23T08:33:09+0000</dc:date>
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        <title>Codes by GPS Coordinates</title>
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        <description>Codes by GPS Coordinates

The engine can submit a code by itself once the player reaches the right spot on the ground. There are two ways to do it:

	*  A server trigger — the zone is written as a {! on gps ... !} marker in the task text. The target's coordinates are nowhere in the player's page: not in the text, not in the script, not in the server's answers.</description>
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        <dc:date>2026-09-18T06:51:04+0000</dc:date>
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        <title>Player Inventory</title>
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        <description>Player Inventory

The inventory is a bag of items the player finds during the game and applies to things on the level: a key to a lock, a crowbar to a lid, a coin to a machine. An item is a string key (hammer123), and everything you do with it comes down to codes: the player applies an item, and the engine submits a code for them.</description>
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        <dc:date>2026-09-18T06:51:04+0000</dc:date>
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        <title>Level Page Elements</title>
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        <description>Level Page Elements

The engine assembles the level page out of blocks with permanent identifiers. Once you know them, you can hide, rename or restyle almost any part of the page from the task script or from your own CSS.

Ready-made recipes — “hide the codes</description>
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        <dc:date>2026-08-20T05:18:25+0000</dc:date>
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        <title>QR Code Scanner in a Task</title>
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        <description>QR Code Scanner in a Task

A level can carry a button that turns on the phone camera and submits the scanned QR code as an ordinary answer. Handy when the codes on location are printed as QR: the player does not have to retype a long string by hand.</description>
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        <dc:date>2026-09-18T06:51:04+0000</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Server Actions {! ... !}</title>
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        <description>Server Actions {! ... !}

A marker {! ... !} is a service line in the task text. The engine cuts it out of the text and does what it says by itself: submits a code on behalf of the team or finishes the game for the team. Players never see the marker — neither on the page nor in the page source.</description>
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