Menus · Value
Menu slot info
What is in one slot of an open menu: the item, its name, its button value and whether it closes the menu.
m.menu.slot_info
In a flow
“When a player uses a command → Menu slot info 13 → Answer: Slot 13 is {node.s.name}.”
When a player uses a command → Menu slot info 13 → Answer: Slot 13 is {node.s.name}.
What it does
What is in one slot of an open menu: the item, its name, its button value and whether it closes the menu. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 6 values later steps can use. Find it under Menus in the palette.
When to use it
Use it when the flow needs to: what is in one slot of an open menu: the item, its name, its button value and whether it closes the menu.
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.
- 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.
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Values it gives
- Item Item
-
The item shown. 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 the slot is. e.g. minecraft: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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- Name Text
-
Its name, without colours. e.g. 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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- Button Text
-
The button value a click flow reads. e.g. buy_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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- Empty Yes / no
-
True when the slot has nothing. 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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- Closes Yes / no
-
True when a click closes the menu. 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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