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okenjioxx

Roblox Executor MCP Server

by okenjioxx

Fire all local connections of a signal

fire-signal
Destructive

Fires all local Lua connections attached to an RBXScriptSignal with supplied arguments, enabling client-side debugging of event handlers without triggering real game actions.

Instructions

MUTATES CLIENT STATE. Invokes firesignal(signal, ...) to synchronously fire EVERY local Lua connection currently attached to an RBXScriptSignal, passing the supplied arguments. This is client-side only: it runs the handlers in your own client and does NOT send anything to the server or other players. Useful for exercising a game's own event handlers (e.g. simulating a 'Touched' or a custom BindableEvent) while debugging UI/gameplay logic, without performing the real physical action. NOTE: firesignal invokes the connection functions directly and does NOT respect a connection's Disabled state — disabled connections still run. (A real event, or set-connection-state, does respect Enabled/Disabled.) Requires the executor's firesignal; degrades with a clear { error } if unavailable. Returns { Signal, Instance?, Fired, ArgCount } or { error }. Signature: { instancePath: string, signalName: any?, args: {{ kind: "string" | "number" | "boolean" | "nil" | "instance" | "raw", value: string | number | boolean? }}?, threadContext: number? }. Phase: act; cost=medium; idempotency=contextual-write. Requires: active-client, resolved-target, explicit-mutation-approval. Capabilities: getconnections, firesignal. Produces: operation-receipt. Verify with: assert-state. Safety: MUTATING; writes live game/client state. On failure: inspect tool-schema for exact fields, defaults, constraints, and an invocation example.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
argsNoOrdered list of arguments to pass to the connection handlers, mirroring the real arguments the event would normally fire with. Omit or pass [] to fire with no arguments.
signalNameNoName of the RBXScriptSignal member on the instance (e.g. 'Touched', 'Changed', 'OnClientEvent'). Leave empty/omit if instancePath already evaluates to the signal.
instancePathYesLua expression resolving to the Instance that owns the signal (e.g. 'game.Workspace.Door'). Evaluated as `return <instancePath>`. Leave signalName empty if this expression already resolves to the signal itself.
threadContextNoOptional Roblox thread identity for this call; omit it to use the server default.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv2.0.0-spies.2

TDQS

A4.4/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations: states it runs only in the caller's client and does NOT reach the server/other players, discloses the important caveat that disabled connections still fire (contrasted with real events), notes the executor-capability dependency with a graceful { error } fallback, and names the return shape. Annotations only supply the safety flags, so this adds substantial non-redundant context.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loads the most important constraint ('MUTATES CLIENT STATE') and organizes caveat/dependency/return info into distinct sentences. The trailing signature block duplicates the 100%-covered schema and is the one piece that does not earn its space.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a mutating tool with no output schema, the description covers safety, client-side scope, disabled-connection behavior, required capability, failure mode, and return shape. Nothing an agent needs to call it correctly is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% and the nested arg `kind` enum is already fully documented in the schema. The description's inline signature restates field names without adding format or edge-case detail beyond it, so the baseline 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('synchronously fire EVERY local Lua connection currently attached to an RBXScriptSignal'), and its scope ('client-side only') distinguishes it from fire-connection (single connection) and replicate-signal. An agent can identify it without opening the schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives a concrete use context ('exercising a game's own event handlers ... while debugging UI/gameplay logic, without performing the real physical action') and names an alternative behavior ('A real event, or set-connection-state, does respect Enabled/Disabled'). It stops short of explicitly naming sibling tools like fire-connection, so the routing guidance is clear but not exhaustive.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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