add-interactive-effect

Pause game resolution for player input and resume after actions.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/gamajose/MagicTheGathering --skill add-interactive-effect-gamajose
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: add-interactive-effect
Source: https://github.com/gamajose/MagicTheGathering/tree/main/.claude/skills/add-interactive-effect
Command: npx skills add https://github.com/gamajose/MagicTheGathering --skill add-interactive-effect-gamajose

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Interactive effects pause game resolution to wait for player input, then resume, ensuring complex chains of actions execute only after explicit decisions.

Core Features & Use Cases

  • Continuation pattern: stash sub-abilities when a waiting state is triggered and resume after the player responds.
  • Frontend and AI integration: supports UI modals, AI legal actions, and multiplayer routing.
  • Target propagation: propagates parent targets to continuations to maintain correct references.

Quick Start

Trace an interactive effect from resolution to waiting state, then resume after player input.

Frequently Asked Questions about add-interactive-effect

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I pause game engine resolution to wait for player input during interactive effects?

To pause game engine resolution for interactive effects, you implement a continuation pattern that stashes sub-abilities into a waiting state. The engine pauses execution until the player provides the required modal decision or selection, then resumes the resolution chain automatically.

How does the continuation pattern handle target propagation for mid-resolution abilities?

The continuation pattern handles target propagation by stashing sub-abilities when a waiting state triggers and propagating parent targets to the continuation. This maintains correct target references across the paused execution chain when the engine resumes after player input.

Can I use interactive effects for modal decisions in both single-player AI and multiplayer sessions?

Yes, interactive effects support modal decisions across single-player, AI, and multiplayer sessions. The system routes UI modals for human players, processes AI legal actions automatically, and coordinates multiplayer routing to ensure all session types resume correctly.

What is the best way to manage engine state when resuming sub-abilities after a player responds?

The best way to manage engine state when resuming sub-abilities is updating the WaitingFor state variant and wiring the engine to stash and resume continuations. This ensures the engine correctly propagates targets and continues the resolution chain after the player action.

Why does my game engine drop parent targets when resuming interactive effects after a waiting state?

Game engines drop parent targets when resuming interactive effects if target propagation to continuations is missing. The engine must explicitly stash sub-abilities and propagate parent targets to the continuation to maintain correct references throughout the waiting state and resolution chain.

Do I need to update WaitingFor states to coordinate player decisions during mid-resolution?

Yes, you need to update WaitingFor state variants to coordinate player decisions during mid-resolution. The engine wiring uses these waiting state variants to track required player input, stash sub-abilities, and correctly propagate targets when resuming interactive effects.