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ER:LC Actions

ER:LC Actions let workflows control or interact with your live ER:LC server.
They can run commands, moderate players, send in-game messages, change player status, manage fires, and read server counts.
This page explains each ER:LC action block in detail, including what it does, what it accepts, and what it outputs.

Blocks

ER:LC action blocks run through your connected ER:LC server. The server needs at least one player online before ER:LC actions and ER:LC data blocks can execute. Most ER:LC actions also need a live player to target. If the selected player is not in the server when the workflow runs, actions such as kick, jail, heal, teleport, or private message cannot affect them.

Player Moderation

These blocks perform direct moderation actions on ER:LC players.

Refresh Player

Refreshes a player in-game.Input
  • Player: The player who should be refreshed.
Output
  • No direct output. The workflow continues after the player is refreshed.
Use it when
  • A workflow needs to reload a player’s character without removing them from the server.
  • A staff action should reset a player after another action runs.

Kick Player

Kicks a player from the ER:LC server.Input
  • Player: The player who should be kicked.
Output
  • No direct output. The workflow continues after the player is kicked.
Use it when
  • A workflow needs to remove a player from the current session.
  • A staff command or automation confirms that a kick should be applied.

Ban Player

Permanently bans a player from the ER:LC server.Input
  • Player: The player who should be banned.
Output
  • No direct output. The workflow continues after the player is banned.
Use it when
  • A workflow needs to permanently block a player from rejoining the ER:LC server.
  • A serious moderation action should also apply an in-game ban.

Unban Player

Unbans a player from the ER:LC server.Input
  • Player: The player who should be unbanned.
Output
  • No direct output. The workflow continues after the player is unbanned.
Use it when
  • A workflow needs to reverse or expire an in-game ban.
  • A moderation appeal or manual staff action restores access.

Kill Player

Kills a player in-game.Input
  • Player: The player who should be killed.
Output
  • No direct output. The workflow continues after the action runs.
Use it when
  • A workflow needs to punish, reset, or stop a player during an active session.

Jail Player

Jails a player in-game.Input
  • Player: The player who should be jailed.
Output
  • No direct output. The workflow continues after the player is jailed.
Use it when
  • A workflow needs to place a player in jail after a staff command, condition, or moderation event.

Respawn Player

Respawns a player in-game.Input
  • Player: The player who should be respawned.
Output
  • No direct output. The workflow continues after the player respawns.
Use it when
  • A workflow needs to reset a player after another in-game action.

Working With ER:LC Actions

ER:LC actions rely on your ER:LC integration being connected and able to reach the live server. ER:LC actions and ER:LC data blocks require at least one player to be in the server before they can execute. When using ER:LC actions, consider:
  • Live Players: Player actions need the target player to be online in the ER:LC server when the workflow runs.
  • Server State: ER:LC actions and count blocks need an active server session with at least one player online.
  • Permissions: If a workflow can kick, ban, jail, run commands, or change staff permissions, add permission checks so only the right users can trigger it.
  • Data Flow: Use trigger inputs, command options, or previous block outputs to choose the correct player, message, or target.

Example Workflow Flow

  1. A staff member runs a custom slash command with a player and reason.
  2. The workflow checks if the staff member has permission to use the command.
  3. If allowed, the workflow sends the player a private in-game message.
  4. The workflow kicks the player and creates a Melonly log.

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Last modified on June 29, 2026