Starts when · Starts a flow
When something hits something else
Starts when one entity damages another, such as a player hitting a mob or another player. Use it for combat rewards and PvP rules.
m.on.entity_damage_by_entity
In a flow
“When something hits something else, the steps wired after it run.”
When something hits something else → Broadcast Ouch!
What it does
Starts when one entity damages another, such as a player hitting a mob or another player. Use it for combat rewards and PvP rules. It starts a flow, and gives the steps after it values about what happened. It gives 7 values later steps can use. Find it under Starts when in the palette.
When to use it
Use it to start a flow when something hits something else.
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
- Cause Text
-
The cause of the entity damage by entity. 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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- Damage Number
-
The damage of the entity damage by entity. e.g. 1
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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- Damager Entity
-
The damager of the entity damage by entity. e.g. Zombie
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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- Entity Entity
-
The entity of the entity damage by entity. e.g. Zombie
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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- Entity type Text
-
The entity type of the entity damage by entity. 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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- Final damage Number
-
The final damage of the entity damage by entity. e.g. 1
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 critical Yes / no
-
The is critical of the entity damage by entity. 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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