puzzle_item_frame
The player rotates a set of item frames until each one sits at its correct angle. Optionally the item inside each frame must match too.
Fields
| Field | Type | Description |
|---|---|---|
frameTargets | List<FrameTargetDef> | Frames to solve, with position, correct rotation and optional required item. |
checkItem | Var<Boolean> | Whether the item inside the frame must also match. |
rotateSound | Sound | Played when a frame is rotated. |
correctSound | Sound | Played when a frame reaches its correct rotation. |
solveSound | Sound | Played on completion. |
FrameTargetDef
| Field | Type | Description |
|---|---|---|
position | Var<Position> | World position of the item frame. |
correctRotation | Var<Int> | Correct rotation index, 0 to 7. |
requiredItem | Var<Material> | Item required inside the frame. AIR accepts any item. |
See the shared puzzle fields for lifecycle, timing and trigger options.
How could this be used?
A dial lock made of four compass frames that must all point the same way, or a constellation the player aligns using star maps found around the room.