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Items & inventories · Value

Item durability

How much durability an item has: its max, what's left, what's worn off and the percent left.

Basic plan 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.

Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more

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.

Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more

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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Often next

Related in Items & inventories

Wires and sockets · Data values · Plans