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Menu slot is empty

Whether one slot of an open menu has no button.

Basic plan m.menu.slot_empty

In a flow

“When a player clicks a menu slot → If Menu slot 13 is empty → Add the button.”

When a player clicks a menu slot → If Menu slot 13 is empty → Add the button.

What it does

Whether one slot of an open menu has no button. It's a check: put it in an If, and the flow goes one way when it's true and the other when it isn't. Find it under Menus in the palette.

When to use it

Use it when the flow needs to: whether one slot of an open menu has no button.

When not to

To pick between more than two outcomes, Switch or Random reads better than a chain of checks.

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.

Slot Number

Which slot, from 0 (top left) along each row. A 3 row menu ends at 26.

What goes there: Type it in the side panel, or wire in a number. e.g. 42

If it's empty: Optional. Left empty and unwired, it uses 13.

Connects fromA member's variablesAccept applicationActive membersAddAdd a forum tagAdd a labelAdd a row to a Google SheetAdd a staff noteand 501 more

Often next

Related in Menus

Wires and sockets · Data values · Plans