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Menu cooldown left

How many ticks until an open menu listens to a click again, and whether it's ready.

Basic plan m.menu.cooldown_left

In a flow

“When a player uses a command → Menu cooldown left → If Ready is false → Answer: Slow down.”

When a player uses a command → Menu cooldown left → If Ready is false → Answer: Slow down.

What it does

How many ticks until an open menu listens to a click again, and whether it's ready. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Menus in the palette.

When to use it

Use it when the flow needs to: how many ticks until an open menu listens to a click again, and whether it's ready.

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

Ticks Number

Ticks left. 0 when ready. e.g. 6

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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Ready Yes / no

True when a click would be heard. 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 Menus

Wires and sockets · Data values · Plans