Two players flip the same lever together and it ends up unchanged
Each player pulls the lever once, the game flips it twice, and the switch looks as if nobody touched it. Or a late pull from an old picture of the room turns something off that should stay on. Here is how to word such commands.
Why this works
A message saying flip it only makes sense if you know what it looks like right now, and a delayed message never does. Saying what you want it to become means a repeat or a crossing message cannot undo anyone's intent.
When not to use it
Not for things that are meant to be pressed many times, like a counter, a switch that cycles through colours, or a button that fires a shot. Each press there is a new event, so send it as one and count it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Two players flip the same lever together and it ends up unchanged" (read_entry shared-lever-set-not-toggle) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP