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Starts when · Starts a flow

When an anvil gets damaged

Starts when an anvil takes wear from being used and drops down a damage stage.

Basic plan m.on.anvil_damaged

In a flow

“When an anvil gets damaged, the steps wired after it run.”

When an anvil is damaged from being used → Broadcast {trigger.damage_state}

What it does

Starts when an anvil takes wear from being used and drops down a damage stage. It starts a flow, and gives the steps after it values about what happened. It gives 2 values later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when an anvil gets damaged.

When not to

If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.

Typical wiring

Values it gives

Damage state Text

The damage state of the anvil damaged. e.g. minecraft:stone

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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Is breaking Yes / no

The is breaking of the anvil damaged. 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

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Wires and sockets · Data values · Plans