Starts when · Starts a flow
When a player boosts with a firework
Starts when a player uses a firework rocket to speed up while gliding with elytra.
m.on.player_elytra_boost
In a flow
“When a player boosts with a firework, the steps wired after it run.”
When player elytra boost → Broadcast {trigger.should_consume}
What it does
Starts when a player uses a firework rocket to speed up while gliding with elytra. 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 player boosts with a firework.
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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- Firework Entity
-
The firework of the player elytra boost. 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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- Item stack Item
-
The item stack of the player elytra boost. 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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- Should consume Yes / no
-
The should consume of the player elytra boost. 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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