Starts when · Starts a flow
When a player's attack recharges
Starts when a player's attack cooldown starts over after a swing.
m.on.player_attack_entity_cooldown_reset
In a flow
“When a player's attack recharges, the steps wired after it run.”
When player attack entity cooldown reset → Broadcast {trigger.cooled_attack_strength}
What it does
Starts when a player's attack cooldown starts over after a swing. It starts a flow, and gives the steps after it values about what happened. It gives 3 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 player's attack recharges.
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.
Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more
- Attacked entity Entity
-
The attacked entity of the player attack entity cooldown reset. 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.
Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more
- Cooled attack strength Number
-
The cooled attack strength of the player attack entity cooldown reset. 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.
Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more