~onSignal
Fires when the entity receives a signal. Signals enable communication between entities or from external systems.
Parameters
| Parameter | Default | Description |
|---|---|---|
signal or s | "" | Filter to only receive specific signals (empty = all signals) |
once | false | Only trigger once per entity lifetime |
Context Variables
@TriggerSource- The entity that sent the signal (if any)signalvariable contains the signal name
Examples
Skills:
- animation{name=activate} ~onSignal{signal=activate}
- animation{name=deactivate} ~onSignal{s=deactivate}
Common Patterns
Activation Signal
Skills:
- animation{name=power_on} ~onSignal{signal=activate}
- showbone{bone=power_indicator} ~onSignal{signal=activate}
Multi-Signal Handler
Skills:
- animation{name=phase1} ~onSignal{signal=phase1}
- animation{name=phase2} ~onSignal{signal=phase2}
- animation{name=phase3} ~onSignal{signal=phase3}
Boss Coordination
Skills:
- animation{name=enrage} ~onSignal{signal=boss_enrage}
- showbone{bone=enrage_aura} ~onSignal{signal=boss_enrage}
Any Signal Response
Skills:
- animation{name=alert} ~onSignal
Sending Signals
Signals can be sent to entities via:
- Command:
/mm signal <entity-uuid> <signal-name> - Other mods/plugins using the
receiveSignal()method
Notes
- Without a signal filter, the trigger responds to any signal
- Signal names are case-insensitive
- Useful for coordinating boss mechanics or external integrations