Saved data · Value
Saved value
A value saved against the server, a player, an entity, an item, a block or the open menu.
m.state.get
In a flow
“When a player uses a command → Answer: You have {node.c.number} coins.”
When a player uses a command → Answer: You have {node.c.number} coins.
What it does
A value saved against the server, a player, an entity, an item, a block or the open menu. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 3 values later steps can use. Find it under Saved data in the palette.
When to use it
Use it when the flow needs to: A value saved against the server, a player, an entity, an item, a block or the open menu.
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
-
Whose: the player (for player, item and menu). Leave unwired for whoever started the flow.
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.
- Entity Entity
-
Which entity, for entity. Wire one in, like Entity from Spawn an entity.
What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Block Location
-
Which block, for block: wire a location in, or type world x y z.
What goes there: Type it in the side panel, or wire in a location. e.g. world 10.5 64 -3.2
If it's empty: Optional. Left empty and unwired, the step runs without it.
Values it gives
- Value Text
-
The saved value, as text. Empty when there's none. e.g. 100
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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- Number Number
-
The saved value as a number, 0 when it isn't one. e.g. 100
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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- Found Yes / no
-
True when something is saved under that key. 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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