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Commands · Value

Word at a position

Pick one word out of what a player typed, counting from 1. Found says whether there was a word there.

Basic plan m.cmd.word_at

In a flow

“When a player uses /give → Word at position 2 of the line → Give that item.”

When a player uses /give → Word at position 2 of the line → Give that item.

What it does

Pick one word out of what a player typed, counting from 1. Found says whether there was a word there. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Commands in the palette.

When to use it

Use it when the flow needs to: pick one word out of what a player typed, counting from 1. Found says whether there was a word there.

When not to

For a value that never changes, type it into the setting instead of wiring a node.

Typical wiring

Sockets: settings you can wire

Text Text

What to read. Variables allowed, like {trigger.args} for everything after the command's name.

What goes there: Type it in the side panel, or wire in text. e.g. Hello there

If it's empty: Optional. Left empty and unwired, it uses {trigger.args}.

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Position Number

Which word, counting from 1.

What goes there: Type it in the side panel, or wire in a number. e.g. 42

If it's empty: Optional. Left empty and unwired, it uses 1.

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Values it gives

Word Text

The word, or empty if there are not that many. e.g. diamond

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Found Yes / no

True when the line had a word at that position. e.g. true

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Often next

Related in Commands

Wires and sockets · Data values · Plans