Starts when · Starts a flow
When a block is damaged by a player
Starts when a block is damaged by a player. Cancel block damage stops it.
m.on.block_damage
In a flow
“When a block is damaged by a player, the steps wired after it run.”
When a block is damaged by a player → Broadcast {trigger.block_face}
What it does
Starts when a block is damaged by a player. Cancel block damage stops it. It starts a flow, and gives the steps after it values about what happened. It gives 5 values later steps can use. Find it under Starts when in the palette.
When to use it
Use it to start a flow when a block is damaged by a player.
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
- Player Player
-
The player it's about. Wire it into any Player pin. e.g. Alex
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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- Block Block
-
The block of the block damage. e.g. 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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- Block face Text
-
The block face of the block damage. 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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- Insta break Yes / no
-
The insta break of the block damage. 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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- Item in hand Item
-
The item in hand of the block damage. e.g. 1× 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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