Items & inventories · Value
Item durability
How much durability an item has: its max, what's left, what's worn off and the percent left.
m.item.durability
In a flow
“When a player right-clicks → Item in hand → Item durability → If Percent is less than 10 → Answer: Nearly broken.”
When a player right-clicks → Item in hand → Item durability → If Percent is less than 10 → Answer: Nearly broken.
What it does
How much durability an item has: its max, what's left, what's worn off and the percent left. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 5 values later steps can use. Find it under Items & inventories in the palette.
When to use it
Use it when the flow needs to: how much durability an item has: its max, what's left, what's worn off and the percent left.
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
- Item Item
-
The item: wire one in, like Item in hand from Item in hand.
What goes there: Type it in the side panel, or wire in an item. e.g. 3× Diamond
If it's empty: Optional. Left empty and unwired, the step runs without it.
Values it gives
- Max Number
-
The most it can have. 0 when it can't be damaged. e.g. 1561
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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- Left Number
-
What's left. e.g. 1500
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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- Used Number
-
What's worn off. e.g. 61
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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- Percent Number
-
The percent left, rounded. e.g. 96
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more
- Damageable Yes / no
-
True when it can be damaged at all. 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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