Starts when · Starts a flow
When a lead breaks or is removed
Starts when an animal is let off its lead, whether it broke, the player removed it or the holder went away.
m.on.entity_unleash
In a flow
“When a lead breaks or is removed, the steps wired after it run.”
When entity unleash → Broadcast {trigger.entity_type}
What it does
Starts when an animal is let off its lead, whether it broke, the player removed it or the holder went away. It starts a flow, and gives the steps after it values about what happened. It gives 4 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 lead breaks or is removed.
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
- Entity Entity
-
The entity of the entity unleash. 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 unleash. 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 drop leash Yes / no
-
The is drop leash of the entity unleash. 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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- Reason Text
-
The reason of the entity unleash. 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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