effects

Coordinate time-based game entity behaviors with active and passive effects.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill effects-all-out-games
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: effects
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/effects
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill effects-all-out-games

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Effects system that coordinates complex, time-based behaviors for game entities by providing a structured framework for temporary control and stateful transitions.

Core Features & Use Cases

  • Two types of effects: Active (exclusive) and Passive (stackable)
  • Lifecycle callbacks: effect_start, effect_update, effect_end
  • State management: set_duration, remove_effect, effect_iterator
  • Patterns: Dash/Roll, Attack, Death, and NPC interactions

Quick Start

Create a new effect by subclassing Effect_Base, configure its lifecycle methods, and attach it to an entity using set_active_effect or add_passive_effect to start the behavior.

Frequently Asked Questions about effects

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

FAQPage Schema
How do I coordinate timed effects for game entities like dashes and attacks?

Timed game entity effects are coordinated by subclassing Effect_Base and implementing effect_start, effect_update, and effect_end lifecycle callbacks. You attach these behaviors to entities using set_active_effect for exclusive actions or add_passive_effect for stackable ones.

What is the difference between active and passive effects in game development?

In game development, active effects are exclusive behaviors set via set_active_effect, overriding prior states, while passive effects are stackable behaviors added via add_passive_effect. This system supports both controlled stateful transitions and concurrent entity modifications.

How do I restore prior state after a temporary game entity behavior ends?

To restore prior state after a temporary game entity behavior ends, the effects system supports state restoration within the effect_end lifecycle callback. This ensures entities correctly revert to their original conditions once timed effects complete.

Can I iterate across multiple players and NPCs to manage active effects simultaneously?

Yes, you can iterate across multiple players and NPCs to manage active effects simultaneously using the effect_iterator utility. This allows bulk processing of timed behaviors and stateful transitions across all game entities within the CSL effects system.

Does the effects system support complex death sequences and NPC interactions?

Yes, the effects system supports complex death sequences and NPC interactions by utilizing lifecycle callbacks and passive stacking. Patterns like death sequences are achieved by configuring effect_start, effect_update, and effect_end to manage the timed stateful transitions of entities.