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~onSignal

Fires when the entity receives a signal. Signals enable communication between entities or from external systems.

Parameters

ParameterDefaultDescription
signal or s""Filter to only receive specific signals (empty = all signals)
oncefalseOnly trigger once per entity lifetime

Context Variables

  • @TriggerSource - The entity that sent the signal (if any)
  • signal variable 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