Saved data · Value
Saved keys
The names of every value saved against the server, a player, an entity, an item or a block.
m.state.keys
In a flow
“When a player uses a command → Answer: You have saved: {node.k.keys}.”
When a player uses a command → Answer: You have saved: {node.k.keys}.
What it does
The names of every value saved against the server, a player, an entity, an item or a block. 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 Saved data in the palette.
When to use it
Use it when the flow needs to: the names of every value saved against the server, a player, an entity, an item or a block.
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
- Keys Text
-
The names, separated by commas, in order. e.g. coins, kills
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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- Count Number
-
How many there are. 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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