Network Signal
Description
Sends a signal to every server, to one server or to one player. A signal has a name and an optional text payload. On the receiving side it fires the onNetworkSignal trigger and the events.signal lists of the Paper config. Receivers read the name, the payload and the sending server from the skill variables.
This mechanic requires MythicMobs Premium!
Attributes
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| signal | s, name, n | Name of the signal. Required | |
| target | t | Who receives it, see Target Attribute | |
| payload | p | Text sent along with the signal |
All three accept placeholders, which the sending server resolves each time the mechanic runs.
Target Attribute
| Target | Reaches |
|---|---|
all |
Every server, the sending one included |
server:NAME |
The server named NAME |
player:NAME, or just a player name or UUID |
That player, on the server they are on |
| Empty | The targeted player, when the mechanic targets a player. Otherwise every server, like all |
all,server:andplayer:ignore letter case.NAMEafterserver:must match the server's name exactly, letter case included.- Text without a prefix is a player name: write
target=server:lobby, nottarget=lobby. - A signal from another server to a player reaches the player's server only if that server's
server-nameis empty or written exactly as in velocity.toml, see Server Names. - A signal to a player who is not online, or to a server that is not connected, reaches nobody, and nothing is logged.
- The mechanic sends one signal for each entity it targets. When the targeter finds no entity, it still runs once without a target, so with an empty
targetthe signal goes to every server. Use@selfto send exactly one signal. - With several proxies, a signal reaches only the servers connected to the proxy it was sent through, see Multiple Proxies. For signals sent while the server has no connection, see When a Proxy Is Down, and for the size limit, Limits.
Examples
When a player kills the boss, bosskill goes to every server with the killer's name as payload, and reward goes to the killer only. The reward line has no target and no targeter, so it targets the killer, which ~onDeath passes as its trigger. ?~isplayer skips both lines when the killer is not a player, because reward would then go to every server. To run a skill on the killer, list it under events.signal in the Paper config of the receiving servers.
NetworkBoss:
Type: WITHER_SKELETON
Skills:
- networkSignal{signal=bosskill;target=all;payload=<trigger.name>} ~onDeath ?~isplayer
- networkSignal{signal=reward} ~onDeath ?~isplayer
Aliases
- netsignal
- proxySignal