Saved data · Step
Keep the highest number
Save a number only if it beats the saved one, like a personal best. Nothing saved counts as beaten.
m.state.keep_highest
In a flow
“When a round ends → Keep the highest number: player, best_score, {node.s.points}.”
When a round ends → Keep the highest number: player, best_score, {node.s.points}.
What it does
Save a number only if it beats the saved one, like a personal best. Nothing saved counts as beaten. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. It gives 2 values later steps can use. Find it under Saved data in the palette.
When to use it
Use it when the flow needs to: save a number only if it beats the saved one, like a personal best. Nothing saved counts as beaten.
When not to
If nothing should change in Discord, a value node or a check is lighter.
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.
- New number Number
-
The number to compare with what is saved.
What goes there: Type it in the side panel, or wire in a number. e.g. 42
If it's empty: Optional. Left empty and unwired, it uses 1.
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Values it gives
- Best Number
-
The best number now. e.g. 42
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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- Beat the record Yes / no
-
True when the new number became the best. 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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