Starts when · Starts a flow
When a player dies
Starts when a player dies. Keep their inventory or change the death message in the same flow.
m.event.player_death
In a flow
“When a player dies, the steps wired after it run.”
When a player dies → Keep their inventory → Send a chat message: You kept your things.
What it does
Starts when a player dies. Keep their inventory or change the death message 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 dies.
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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- Cause Text
-
What killed them: fall, attack, fire, lava, drowning, void or other. e.g. attack
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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- Killer Entity
-
Who killed 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
- Death message Text
-
The message the server shows. e.g. Alex was slain by 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 578 more