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Saved data · Value

Saved value

A value saved against the server, a player, an entity, an item, a block or the open menu.

Basic plan 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.

Connects toAccount ageActive membersAddAdd answer to formAdd soundboard soundAdd timeAdd to a counterAdd to a leaderboardand 719 more

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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Often next

Related in Saved data

Wires and sockets · Data values · Plans