Nudge a downed viewer
Medium
Get this flow
Install it straight into the desktop app, or download the package to import or share it. It lands as a draft you review before it runs.Need the desktop app? Get Corvus Connection.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
- 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.
- String Equals compares the cause to
boss, so a boss retaliation and a normal fight loss take different paths. - If branches on that result.
- The then path posts a boss-specific message; the else path posts a fight-loss message.
- 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.
