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crystal sequence blink blocks
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Jenna1337 committed Mar 31, 2024
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6 changes: 3 additions & 3 deletions docs/content/formats/fezlvl.md
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Expand Up @@ -124,9 +124,9 @@ Structure containing additional information of a trile instance.
|-|-|-|
|ContainedTrile|int|Unused?|
|SignText|String|Language identifier of a text which appears when interacting with this trile.|
|Sequence|String|Behaviour currently unknown. Related to blinking blocks.|
|SequenceSampleName|String|Behaviour currently unknown. Same as above.|
|SequenceAlternateSampleName|String|Behaviour currently unknown. Same as above.|
|Sequence|Boolean[]|For the Crystal Trile ActorType. If not null, should be an array of exactly 16 booleans that determine when this blink block is visible/enabled in a measure.|
|SequenceSampleName|String|For the Crystal Trile ActorType. The SoundEffect in the `Path.Combine("Sounds", LevelManager.SequenceSamplesPath ?? "")` directory to play when this blink block appears.|
|SequenceAlternateSampleName|String|For the Crystal Trile ActorType. If not null, the SoundEffect in the `Path.Combine("Sounds", LevelManager.SequenceSamplesPath ?? "")` directory to play when this blink block appears on an odd/off beat.|
|HostVolume|Integer|ID of host [Volume](#volume) into which this moveable crate will be accepted. As seen in the level ZU_4_SIDE.|

### TrileGroup
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