Starts when · Starts a flow
When a player trades with a villager
Starts when a player completes a trade with a villager.
m.on.player_trade
In a flow
“When a player trades with a villager, the steps wired after it run.”
When player trade → Broadcast {trigger.is_rewarding_exp}
What it does
Starts when a player completes a trade with a villager. 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 trades with 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 trade. 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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- Villager Entity
-
The villager of the player trade. 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
- Will increase trade uses Yes / no
-
The will increase trade uses of the player trade. 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