Starts when · Starts a flow
When a player's tool loses durability
Starts when a tool or armor piece a player uses takes wear. Cancel it for tools that never wear out.
m.on.player_item_damage
In a flow
“When a player's tool loses durability, the steps wired after it run.”
When player item damage → Broadcast {trigger.damage}
What it does
Starts when a tool or armor piece a player uses takes wear. Cancel it for tools that never wear out. 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's tool loses durability.
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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- Damage Number
-
The damage of the player item damage. 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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- Item Item
-
The item of the player item damage. 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.
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
- Original damage Number
-
The original damage of the player item damage. 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