> ## Documentation Index
> Fetch the complete documentation index at: https://docs.melonly.com/llms.txt
> Use this file to discover all available pages before exploring further.

# ER:LC Actions

> Learn what each ER:LC action block does, what it needs and what it outputs.

***

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.

<Frame caption="ER:LC actions in the block library">
  <img className="block" src="https://mintcdn.com/melonly/Icf-MhWcCce5bv5F/images/Dashboard/Workflows/lib-erlc-actions.png?fit=max&auto=format&n=Icf-MhWcCce5bv5F&q=85&s=91275714aa334db25710e5fad29e70d2" alt="The block library searched for kick, showing Kick Player and the other kick blocks" style={{ borderRadius: '0.75rem' }} width="1918" height="989" data-path="images/Dashboard/Workflows/lib-erlc-actions.png" />
</Frame>

***

## 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.

<Tabs>
  <Tab title="Player Moderation">
    ## Player Moderation

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

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>

    <Card title="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.
    </Card>
  </Tab>

  <Tab title="Messages & Commands">
    ## Messages & Commands

    These blocks communicate with the ER:LC server or run in-game commands.

    <Card title="Run Command">
      Runs an in-game command.

      **Input**

      * **Command**: The command body that should be run in-game. Do not include the command prefix.

      **Output**

      * No direct output. The workflow continues after the command is sent.

      **Use it when**

      * A workflow needs to run an ER:LC command that is not covered by a dedicated action block.
      * A server wants one workflow to trigger a custom in-game command.

      **Notes**

      * Enter the command body only. Do not include a prefix such as `;` or `:`.
    </Card>

    <Card title="Send Hint">
      Sends a global hint message in-game.

      **Input**

      * **Message**: The global hint text to send.

      **Output**

      * **Message**: The in-game hint message that was sent.

      **Use it when**

      * A workflow needs to show a short server-wide notice, warning or instruction.
    </Card>

    <Card title="Send Message">
      Sends a global in-game message or announcement.

      **Input**

      * **Message**: The global message that should be sent.

      **Output**

      * **Message**: The in-game message that was sent.

      **Use it when**

      * A workflow needs to announce something to everyone in the ER:LC server.
      * A session event should notify players in-game.
    </Card>

    <Card title="Send Private Message">
      Sends a private in-game message to a player.

      **Input**

      * **Player**: The player who should receive the private message.
      * **Message**: The message that should be sent to that player.

      **Output**

      * **Message**: The private in-game message that was sent.

      **Use it when**

      * A workflow needs to notify one player without sending a server-wide message.
      * A staff action should explain what happened to the affected player.
    </Card>
  </Tab>

  <Tab title="Player State">
    ## Player State

    These blocks change a player's in-game status or position.

    <Card title="Heal Player">
      Heals a player in-game.

      **Input**

      * **Player**: The player who should be healed.

      **Output**

      * No direct output. The workflow continues after the player is healed.

      **Use it when**

      * A workflow needs to restore a player after an event, staff command or support action.
    </Card>

    <Card title="Make Player Wanted">
      Makes a player wanted in-game.

      **Input**

      * **Player**: The player who should be marked wanted.

      **Output**

      * No direct output. The workflow continues after the player is marked wanted.

      **Use it when**

      * A workflow needs to apply wanted status after a rule, condition or command is triggered.
    </Card>

    <Card title="Make Player Unwanted">
      Removes a player's wanted status in-game.

      **Input**

      * **Player**: The player who should be made unwanted.

      **Output**

      * No direct output. The workflow continues after the wanted status is removed.

      **Use it when**

      * A workflow needs to clear wanted status after a staff action or condition passes.
    </Card>

    <Card title="Teleport Player">
      Teleports a player to another player in-game.

      **Input**

      * **Player**: The player who should be teleported.
      * **Target**: The player they should be teleported to.

      **Output**

      * No direct output. The workflow continues after the teleport runs.

      **Use it when**

      * A workflow needs to move one player to another player.
      * A staff command needs to bring a player to a target location through another player.
    </Card>
  </Tab>

  <Tab title="Server Control">
    ## Server Control

    These blocks affect the ER:LC server rather than one specific player.

    <Card title="Shutdown">
      Shuts down the in-game server.

      **Input**

      * No required input.

      **Output**

      * No direct output. The workflow continues after the shutdown action is sent.

      **Use it when**

      * A workflow needs to shut down the ER:LC server for a session ending, emergency or staff action.
    </Card>

    <Card title="Start Fire">
      Starts a fire in-game.

      **Input**

      * No required input.

      **Output**

      * No direct output. The workflow continues after the fire is started.

      **Use it when**

      * A workflow needs to create an in-game event or emergency scenario.
    </Card>

    <Card title="Stop Fire">
      Stops all fires in-game.

      **Input**

      * No required input.

      **Output**

      * No direct output. The workflow continues after fires are stopped.

      **Use it when**

      * A workflow needs to clear active fires after an event, command or session change.
    </Card>

    <Card title="Stop Dumpster Fire">
      Stops the dumpster fire in-game.

      **Input**

      * No required input.

      **Output**

      * No direct output. The workflow continues after the dumpster fire is stopped.

      **Use it when**

      * A workflow needs to stop the dumpster fire without clearing every other fire.
    </Card>
  </Tab>

  <Tab title="Permissions">
    ## Permissions

    These blocks change a player's in-game staff permission level.

    <Card title="Mod Player">
      Promotes a player to moderator in-game.

      **Input**

      * **Player**: The player who should receive moderator permissions.

      **Output**

      * No direct output. The workflow continues after the player is promoted.
    </Card>

    <Card title="Unmod Player">
      Removes moderator permissions from a player in-game.

      **Input**

      * **Player**: The player who should lose moderator permissions.

      **Output**

      * No direct output. The workflow continues after the player is demoted.
    </Card>

    <Card title="Admin Player">
      Promotes a player to administrator in-game.

      **Input**

      * **Player**: The player who should receive administrator permissions.

      **Output**

      * No direct output. The workflow continues after the player is promoted.
    </Card>

    <Card title="Unadmin Player">
      Removes administrator permissions from a player in-game.

      **Input**

      * **Player**: The player who should lose administrator permissions.

      **Output**

      * No direct output. The workflow continues after the player is demoted.
    </Card>

    <Card title="Add Helper">
      Promotes a player to helper in-game.

      **Input**

      * **Player**: The player who should receive helper permissions.

      **Output**

      * No direct output. The workflow continues after the player is promoted.
    </Card>

    <Card title="Remove Helper">
      Removes helper permissions from a player in-game.

      **Input**

      * **Player**: The player who should lose helper permissions.

      **Output**

      * No direct output. The workflow continues after the player is demoted.
    </Card>

    ### Notes

    * Use permission actions carefully. They directly change a player's in-game staff powers.
    * These actions are commonly paired with Discord or Melonly role checks.
    * Make sure the workflow only runs for trusted staff or automated systems.
  </Tab>

  <Tab title="Counts">
    ## Counts

    These blocks read player count information from the active ER:LC server so later blocks can use it. They require an active server session with at least one player online.

    <Card title="Player Count">
      Gets the current number of players in the ER:LC server.

      **Input**

      * No required input.

      **Output**

      * **Player Count**: The current player count of the server.

      **Use it when**

      * A workflow needs to check if the server is full, empty or above a certain player threshold.
    </Card>

    <Card title="Team Counts">
      Gets the current number of players on each ER:LC team.

      **Input**

      * No required input.

      **Output**

      * **Civilian Count**: The current number of players on the civilian team.
      * **Police Count**: The current number of players on the police team.
      * **Sheriff Count**: The current number of players on the sheriff team.
      * **Fire Count**: The current number of players on the fire team.
      * **DOT Count**: The current number of players on the DOT team.
      * **Jail Count**: The current number of players on the jail team.

      **Use it when**

      * A workflow needs to make decisions based on team balance or team activity.
    </Card>
  </Tab>
</Tabs>

***

## 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, keep in mind:

* 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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