Scoreboards & teams · Value
A player's score
A player's score in an objective. Has score says whether they have one at all.
m.score.get_player
In a flow
“When a player uses a command → A player's score in kills → Answer: You have {node.s.score} kills.”
When a player uses a command → A player's score in kills → Answer: You have {node.s.score} kills.
What it does
A player's score in an objective. Has score says whether they have one at all. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Scoreboards & teams in the palette.
When to use it
Use it when the flow needs to: A player's score in an objective. Has score says whether they have one at all.
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.
- Objective Text
-
The objective's name, like kills or coins. Letters, numbers and _ only.
What goes there: Type it in the side panel, or wire in text. e.g. Hello there
If it's empty: Optional. Left empty and unwired, it uses kills.
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Values it gives
- Score Number
-
Their score, 0 when they have none. e.g. 12
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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- Has score Yes / no
-
True when they have one. 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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