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Items & inventories · Value

Armour piece worn

The item a player wears in one armour slot, and whether the slot is empty.

Basic plan m.inv.armor_piece

In a flow

“When a player is hurt → Armour piece worn helmet → If Empty → Damage extra.”

When a player is hurt → Armour piece worn helmet → If Empty → Damage extra.

What it does

The item a player wears in one armour slot, and whether the slot is empty. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 3 values later steps can use. Find it under Items & inventories in the palette.

When to use it

Use it when the flow needs to: the item a player wears in one armour slot, and whether the slot is empty.

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

Player Player

Leave unwired for the player who started the flow, or wire one in, like Player from When a player joins.

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

If it's empty: Optional. Left empty and unwired, the step runs without it.

Values it gives

Item Item

The item. Wire it into Give an item stack or another item step. e.g. 1× Diamond Sword

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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Type Text

Its type, empty when nothing is worn. e.g. minecraft:iron_helmet

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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Empty Yes / no

True when nothing is worn. e.g. false

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 Items & inventories

Wires and sockets · Data values · Plans