Players · Value
Potion effect details
Whether a player has a potion effect, how strong it is and how many ticks it has left.
m.player.effect_details
In a flow
“When a player uses a command → Answer: Speed {node.e.level}, {node.e.ticks} ticks left.”
When a player uses a command → Answer: Speed {node.e.level}, {node.e.ticks} ticks left.
What it does
Whether a player has a potion effect, how strong it is and how many ticks it has left. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 4 values later steps can use. Find it under Players in the palette.
When to use it
Use it when the flow needs to: whether a player has a potion effect, how strong it is and how many ticks it has left.
When not to
For a value that never changes, type it into the setting instead of wiring a node.
Typical wiring
Sockets: settings you can wire
- Player Player
-
Leave unwired for the player who started the flow, or wire one in, like Player from When a player joins.
What goes there: Type it in the side panel, or wire in a player. e.g. Alex
If it's empty: Optional. Left empty and unwired, the step runs without it.
Values it gives
- Active Yes / no
-
True when they have it. 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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- Level Number
-
Its strength, 1 for the first level; 0 when not active. e.g. 2
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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- Ticks left Number
-
How long it lasts, 20 ticks to a second. e.g. 600
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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- Particles Yes / no
-
True when it shows swirls. 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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