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Corvus Connection

Nudge a downed viewer

Medium
When a viewer is downed, send a message tailored to whether a boss or a fight put them there.

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On Player DownedouttwitchUserIddisplayNamesecondsUntilFig…causeTextvalueText EqualsleftrightvalueIfinconditionthenelseSend Chat MessageintextoutSend Chat MessageintextoutTextvalueTextvalueReturnin
Graph structure (text alternative)

Trigger: onRpgPlayerDowned

Nodes:

  • On Player Downed (entry.onRpgPlayerDowned)
  • Text (data.literal.string)
  • Text Equals (compare.stringEquals)
  • If (flow.if)
  • Send Chat Message (action.sendChat)
  • Send Chat Message (action.sendChat)
  • Text (data.literal.string)
  • Text (data.literal.string)
  • Return (flow.return)

Connections:

  • On Player Downed.cause → Text Equals.left
  • Text.value → Text Equals.right
  • Text Equals.value → If.condition
  • On Player Downed.out → If.in
  • If.then → Send Chat Message.in
  • Text.value → Send Chat Message.text
  • Send Chat Message.out → Return.in
  • If.else → Send Chat Message.in
  • Text.value → Send Chat Message.text
  • Send Chat Message.out → Return.in

Walkthrough

Give a downed viewer a tailored nudge, so they know why they are out and when to jump back in.

How it works

  1. On Player Downed fires the moment a viewer crosses below the HP they need to keep fighting. It binds their displayName, the secondsUntilFightable recovery timer, and the cause that downed them.
  2. String Equals compares the cause to boss, so a boss retaliation and a normal fight loss take different paths.
  3. If branches on that result.
  4. The then path posts a boss-specific message; the else path posts a fight-loss message.
  5. Either Send Chat Message ends at Return.

The player-downed event fires once, on the crossing into downed, so a viewer who keeps trying while still down never gets spammed. Wire in the secondsUntilFightable binding to tell them exactly how long to wait. See On Player Downed for every field it binds.

Uses these nodes