timer-system

Manage scheduled callbacks for game logic with one-shot and repeating timers.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/radical-beard/bestow --skill timer-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: timer-system
Source: https://github.com/radical-beard/bestow/tree/main/template/.claude/skills/timer-system
Command: npx skills add https://github.com/radical-beard/bestow --skill timer-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a robust and hot-reload-safe system for scheduling delayed and repeating callbacks, eliminating the need for manual time tracking or complex state management in game logic.

Core Features & Use Cases

  • One-Shot Timers: Execute actions after a specified delay.
  • Repeating Timers: Trigger actions at regular intervals.
  • Timer Control: Pause, resume, cancel, and manage timers efficiently.
  • Use Case: Implement cooldowns for player abilities, spawn enemies at intervals, trigger cutscene events, or manage temporary power-up effects.

Quick Start

Use the timer-system skill to schedule a function to be called after 5 seconds.

Frequently Asked Questions about timer-system

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

FAQPage Schema
How do I schedule delayed callbacks for game logic without manual time tracking?

You can schedule delayed callbacks for game logic by using a timer system to manage one-shot delays and repeating intervals, eliminating the need for manual time tracking. This provides a hot-reload-safe structure for triggering actions after specified delays.

What is the best way to implement ability cooldowns and spawn timers in game development?

The best way to implement ability cooldowns and spawn timers in game development is to use a scheduled callback system. It handles repeating intervals and one-shot delays, allowing you to trigger player abilities or enemy spawns at precise regular intervals.

How do repeating timers stay synchronized with a game's main update loop?

Repeating timers stay synchronized with a game's main update loop by integrating directly with it for time synchronization. This integration ensures that scheduled callbacks, intervals, and delayed actions execute accurately relative to the game's active frame updates.

Can I pause and resume repeating intervals for temporary power-up effects?

Yes, you can pause and resume repeating intervals for temporary power-up effects. The timer system includes timer control features that allow you to pause, resume, and cancel scheduled callbacks efficiently to manage temporary game states.

Why do I need a hot-reload-safe system for managing scheduled game events?

You need a hot-reload-safe system for managing scheduled game events to prevent state loss and broken callbacks during code updates. This approach eliminates complex state management issues, ensuring delays and repeating intervals persist correctly through development iterations.

Does this timer system work for both one-shot delays and repeating intervals?

Yes, the timer system works for both one-shot delays and repeating intervals. It is designed to execute actions after a specified delay or trigger them at regular intervals, making it applicable for cooldowns, spawns, and delayed cutscene actions.