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Starts when · Starts a flow

When a player earns an advancement

Starts when a player finishes an advancement (an achievement).

Basic plan m.on.player_advancement_done

In a flow

“When a player earns an advancement, the steps wired after it run.”

When a player earns an advancement → Broadcast You earned an advancement!

What it does

Starts when a player finishes an advancement (an achievement). It starts a flow, and gives the steps after it values about what happened. It gives 1 value later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when a player earns an advancement.

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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Often next

Related in Starts when

Wires and sockets · Data values · Plans