Starts when · Starts a flow
When a player is hurt
Starts when a player takes damage, from anything. Change damage or cancel it in the same flow.
m.event.player_damage
In a flow
“When a player is hurt, the steps wired after it run.”
When a player is hurt → If Cause is fall → Cancel the event.
What it does
Starts when a player takes damage, from anything. Change damage or cancel it in the same flow. It starts a flow, and gives the steps after it values about what happened. It gives 4 values later steps can use. Find it under Starts when in the palette.
When to use it
Use it to start a flow when a player is hurt.
When not to
If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.
Typical wiring
Values it gives
- Player Player
-
The player it's about. Wire it into any Player pin. e.g. Alex
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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- Damage Number
-
How much, in half hearts. e.g. 4
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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- Cause Text
-
What hurt them: fall, attack, fire, lava, drowning, void or other. e.g. fall
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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- Attacker Entity
-
Who hit them, when an entity did. e.g. Zombie
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more