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Starts when · Starts a flow

When a player buys from a villager

Starts when a player completes a trade with a villager or wandering trader.

Basic plan m.on.player_purchase

In a flow

“When a player buys from a villager, the steps wired after it run.”

When player purchase → Broadcast {trigger.is_rewarding_exp}

What it does

Starts when a player completes a trade with a villager or wandering trader. 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 buys from a villager.

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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Is rewarding exp Yes / no

The is rewarding exp of the player purchase. 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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Will increase trade uses Yes / no

The will increase trade uses of the player purchase. 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.

Connects toAdd a forum tagAdd onboarding questionAdd to a counterAlarms that are dueAndAutoMod: Discord's word listsBluesky latest postBoard as emojiand 573 more

Often next

Related in Starts when

Wires and sockets · Data values · Plans