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Nodes Overview

Nodes are the building blocks of every flow. Each node represents a single action, check, or control instruction. Connecting nodes together with edges creates the automation logic.

Categories

Triggers

Triggers are the entry points of a flow. Every flow needs at least one trigger. They have no input handles — execution starts from them.

NodeDescription
Command TriggerFires when a player runs a command
Event TriggerFires when a game event occurs
FunctionDefines a reusable function callable from anywhere
Button TriggerStarts from a clickable text button created in a message

Actions

Actions do things — send messages, give items, teleport players, and more. They take one input and produce one output ("Then") to continue the flow.

NodeDescription
Send MessageSend a chat message to players
Send TitleShow a title on screen
Send Action BarShow text above the hotbar
Show BossbarShow a boss bar at top of screen
Run CommandExecute a server command
Give ItemGive items to the player
Remove ItemRemove items from inventory
Enchant ItemApply an enchantment to an item
Teleport PlayerTeleport a player or entity
Play SoundPlay Minecraft sounds
Stop SoundStop one or more sounds
Spawn ParticlesCreate particle effects
Set VariableStore a value for later use
Set BooleanSets a boolean variable to true or false
Math VariablePerform math on a variable
Set HealthSet or heal player health
Set GamemodeChange player gamemode
Give EffectApply potion effects
Clear EffectsRemove all potion effects
Kick PlayerKick a player from the server
Ban PlayerBan a player from the server
Mute PlayerMute a player in chat
Cancel EventStop an event from happening
Send to ServerTransfer player to another server
Set ExperienceAdd, subtract, or set player XP
Set HungerSet, add, or remove player hunger
Set FlyingEnable/disable flight
Set WeatherChange world weather
Set TimeChange world time
Spawn EntitySpawn and configure entities
Spawn NPCSpawn and configure NPCs with custom skins
Strike LightningStrike lightning at a location
Change VelocityChange player/entity velocity
Vanish PlayerHide or show a player
Open GUIOpen a custom GUI with configurable slots
Close GUIClose the player's current GUI
Set InventorySet inventory slots, offhand, and armor
Set Hotbar SlotSets the player's hotbar to a specific slot (1-9)
Clear InventoryClear the player's inventory
Log to ConsoleLog a message to server console
Send WebhookSend data to an external webhook
Database CRUDReads, creates, updates, or deletes entries in the database
Call FunctionCall a defined function
ArrayCreate and manipulate ordered value lists
Map Data StructureOne node for hash, sorted, linked, and multi-map behavior
Edit TextTransform, extract, split, replace, or convert text and store the result

Conditions

Conditions check something and branch the flow. They have two outputs — one for when the check passes, one for when it fails.

NodeDescription
Check PermissionCheck if player has a permission
Check ItemsCheck if player has specific items
Inventory LookupResolve an inventory holder and optionally open it
Random ChanceRandom probability branch
Check HealthCheck player health level
Check WorldCheck which world the player is in
Check GamemodeCheck player gamemode
Check VersionCheck player Minecraft version
Check ClientCheck player client type
Check PremiumCheck whether a username resolves as premium or cracked
Check TimeCheck world time
Check WeatherCheck world weather
Check VariableCheck a stored variable
Check BooleanChecks if a boolean variable is true or false
Check SubcommandCheck what subcommand was typed
Check CooldownCheck if something is on cooldown
Check Player OnlineCheck if a player is online
Check InteractionCheck the entity that was interacted with

Flow

Flow control nodes manage execution — branching, delaying, looping, and error handling.

NodeDescription
If / ElseBranch based on a comparison
DelayWait before continuing
Loop (Repeat)Repeat actions multiple times
Stop FlowStop execution
Subcommand SwitchRoute based on subcommand
Chat Auto-CompletionDefine chat auto-completions for one or more argument positions
Variable SwitchRoute based on variable value
Try / CatchHandle errors gracefully
Array - For EachLoop through every value in an array
Map - For EachLoop through map entries across hash/sorted/linked/multi modes
Edit NodeRe-run another node's behavior with selected configuration overrides

Other

Utility nodes that don't affect execution.

NodeDescription
CommentAdd a note to the flow
Group BoxVisually group nodes together

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