amxx-modding-kit-api-player-effects

Register timed player effects with invoke and revoke callbacks.

32|4|Updated Mar 23, 2023
One-click install
npx skills add https://github.com/hedgefog/amxx-modding-kit --skill amxx-modding-kit-api-player-effects
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: amxx-modding-kit-api-player-effects
Source: https://github.com/hedgefog/amxx-modding-kit/tree/main/.agents/skills/amxx-modding-kit/api/player-effects
Command: npx skills add https://github.com/hedgefog/amxx-modding-kit --skill amxx-modding-kit-api-player-effects

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Timed player effects system with registration, invoke/revoke callbacks, and automatic expiration enabling precise state control over per-player effects during gameplay.

Core Features & Use Cases

  • Registration of unique effects with explicit invoke and revoke callbacks to apply and remove effects.
  • Per-player state tracking, duration handling, and optional stacking or extension of effects.
  • Use Case: Apply a temporary speed boost or invincibility to a single player, then automatically revert at expiration.

Quick Start

Register effects in plugin_init and implement corresponding invoke and revoke callbacks to apply and revoke the effect during gameplay.

Frequently Asked Questions about amxx-modding-kit-api-player-effects

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

FAQPage Schema
How do I create temporary player effects in AMXX that automatically expire?

Yes, you can apply a temporary speed boost or invincibility to a single player using timed player effects. By registering invoke and revoke callbacks, the system automatically reverts the applied effect when the duration expires.

How do I manage per-player state and duration for timed effects in a multiplayer environment?

You register effects in plugin_init and implement corresponding invoke and revoke callbacks. The invoke callback applies the effect during gameplay, and the revoke callback removes it, while the system handles the duration and automatic expiration.

Can timed player effects be stacked or extended across multiple applications?

Optional stacking behavior allows timed effects to either stack with existing applications or extend their duration. You can configure these effects as either persistent or time-limited based on your gameplay requirements.

How do I revert a player effect automatically when its duration ends?

Optional icons and colors can be assigned to registered timed player effects. This allows for visual differentiation of active effects while maintaining centralized lifecycle control through the invoke and revoke callbacks.