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.
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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