amxx-modding-kit-api-states

Manage entity states with a rule-based framework for AMXX applications.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

State machine-based state management for AMXX modding, enabling deterministic transitions, guards, and lifecycle hooks to coordinate complex gameplay states.

Core Features & Use Cases

  • Define states via enums and register a context for per-player or global state
  • Register enter/exit/change and transition hooks to drive visuals, gameplay effects, and logic
  • Support timed transitions and guards to validate state changes
  • Example use cases: health-state management, infection/transformation flows, and per-player state restoration on spawn

Quick Start

Define your enum, register the context in plugin_precache, create and destroy the state manager per player on connect/disconnect, and implement hooks to respond to state changes.

Frequently Asked Questions about amxx-modding-kit-api-states

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

FAQPage Schema
How do I build a state machine for AMXX plugins?

To build a state machine in AMXX, define your state enums, register a context in plugin_precache, create per-player State_Manager instances, and wire enter, exit, change, and transition hooks to drive gameplay logic.

What is the best way to manage per-player health states in Pawn?

Per-player health states are managed by creating and destroying State_Manager instances on connect and disconnect, using transition guards and lifecycle hooks to validate changes and drive visuals or gameplay effects.

Can I use timed transitions and guards for infection flows in AMXX?

Yes, you can use timed transitions and guards to validate state changes for infection or transformation flows, ensuring deterministic state handling within the registered state context.

How do I restore player lifecycle states on spawn in AMXX?

Player lifecycle state restoration on spawn is handled by the per-player State_Manager instance, which coordinates state transitions and triggers registered enter and exit hooks to reapply the correct state.

Do I need to define enums to use this AMXX state context framework?

Yes, defining state enums is required to establish the valid states within the system before registering the context and wiring the transition hooks for your AMXX plugin.