Events
coreyhaines31/marketingskills
When the user wants to plan, run, sponsor, speak at, or get pipeline from events — webinars, conferences, trade shows, meetups, dinners, workshops, virtual summits, or user conferences.
A skill your agent uses when using timers and time-based events in Phaser 4.
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install autonomous-ai/openharness time-and-timers --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .claude/skills/time-and-timers && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .claude/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timersType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install autonomous-ai/openharness time-and-timers --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .agents/skills/time-and-timers && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .agents/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install autonomous-ai/openharness time-and-timers --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .cursor/skills/time-and-timers && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .cursor/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/autonomous-ai/openharness.git --path store/agents/phaser/skills/time-and-timers--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install autonomous-ai/openharness time-and-timers --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .gemini/skills/time-and-timers && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .gemini/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install autonomous-ai/openharness time-and-timersInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .github/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .github/skills/time-and-timers && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .github/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill time-and-timers -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install autonomous-ai/openharness time-and-timers --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/store/agents/phaser/skills/time-and-timers .opencode/skills/time-and-timers && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "time-and-timers" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/time-and-timers into .opencode/skills/time-and-timers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "time-and-timers", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
time-and-timersA skill your agent uses when using timers and time-based events in Phaser 4.
Time And Timers is an agent skill from autonomous-ai/openharness. Use this skill when using timers and time-based events in Phaser 4. Covers TimerEvent, delayed calls, looping timers, the Clock plugin, and time scaling. Triggers on: timer, delay, delayedCall, TimerEvent, Clock, time event.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.
12 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit cc4983e. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Time And Timers loads about 4.6k tokens when it runs. Until then it costs about 60 tokens; SKILL.md has 1,463 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from autonomous-ai/openharness at commit cc4983e, republished under its MIT licence (© autonomous-ai). 1,463 words, ~4,645 tokens.
.claude/skills/time-and-timers/SKILL.md (or your agent's skills folder).Clock plugin, TimerEvent, delays, loops, Timeline event sequencing, pausing time, time scale, and delta time in Phaser 4.
Key source paths: src/time/Clock.js, src/time/TimerEvent.js, src/time/Timeline.js, src/time/typedefs/, src/time/events/
Related skills: ../scenes/SKILL.md, ../tweens/SKILL.md
// In a Scene's create() method:
// One-shot delayed call (fires once after 1 second)
this.time.delayedCall(1000, () => {
console.log('One second later');
});
// Repeating timer (fires 5 times, once every 500ms)
this.time.addEvent({
delay: 500,
callback: () => { console.log('tick'); },
repeat: 4 // 4 repeats = 5 total fires
});
// Infinite loop timer
this.time.addEvent({
delay: 1000,
callback: this.spawnEnemy,
callbackScope: this,
loop: true
});this.time is the scene's Clock instance (registered as the 'Clock' plugin under the key time). It creates and manages TimerEvent objects that fire callbacks based on game time.
The Clock is a Scene-level plugin that tracks game time and updates all of its TimerEvents each frame. Key properties:
now -- current time in ms (equivalent to time passed to the scene update method).startTime -- timestamp when the scene started.timeScale -- multiplier applied to delta time. Default 1. Values above 1 speed up all timers; below 1 slow them down; 0 freezes time.paused -- when true, no TimerEvents are updated.The Clock listens to PRE_UPDATE (to flush pending additions/removals) and UPDATE (to tick active events). It is automatically shut down and destroyed with the scene.
A TimerEvent accumulates elapsed time each frame: elapsed += delta * clock.timeScale * event.timeScale. When elapsed >= delay, the callback fires. After all repeats are exhausted the event is removed from the Clock on the next frame.
Key properties set via config: delay, repeat, loop, callback, callbackScope, args, timeScale, startAt, paused.
A Timeline is a sequencer for scheduling actions at specific points in time. Unlike the Clock (which manages independent timers), a Timeline runs a linear sequence of events keyed by absolute or relative timestamps.
const timeline = this.add.timeline([
{ at: 0, run: () => { /* immediate */ } },
{ at: 1000, run: () => { /* at 1s */ } },
{ at: 2500, tween: { targets: sprite, alpha: 0, duration: 500 } }
]);
timeline.play();Timelines always start paused. You must call play() to start them. They are created via the GameObjectFactory and destroyed automatically when the scene shuts down.
// Shorthand -- fires once, no repeat
this.time.delayedCall(2000, () => {
this.scene.start('GameOver');
});// repeat: 9 means 10 total fires (1 initial + 9 repeats)
const timer = this.time.addEvent({
delay: 200,
callback: this.fireBullet,
callbackScope: this,
repeat: 9
});
// Check progress
timer.getRepeatCount(); // repeats remaining
timer.getOverallProgress(); // 0..1 across all repeatsconst spawner = this.time.addEvent({
delay: 3000,
callback: this.spawnWave,
callbackScope: this,
loop: true
});
// Stop it later
spawner.remove(); // or spawner.paused = true to pauseSetting repeat: -1 is equivalent to loop: true.
// First fire happens quickly (after 100ms), then every 2s
this.time.addEvent({
delay: 2000,
callback: this.heartbeat,
callbackScope: this,
loop: true,
startAt: 1900 // pre-fill elapsed so first fire is at 100ms
});const timer = this.time.addEvent({ delay: 1000, loop: true, callback: fn });
// Option 1: Remove from clock (schedules removal next frame)
timer.remove(); // silently expires
timer.remove(true); // fires callback one last time, then expires
// Option 2: Remove via Clock
this.time.removeEvent(timer);
// Option 3: Remove all timers
this.time.removeAllEvents();// Pause the entire Clock (all timers freeze)
this.time.paused = true;
this.time.paused = false;
// Pause a single timer
timer.paused = true;
timer.paused = false;// Slow all timers in this scene to half speed
this.time.timeScale = 0.5;
// Speed up a single timer to 2x
timer.timeScale = 2;
// Combined: effective scale = clock.timeScale * event.timeScale
// So 0.5 * 2 = 1x for that specific timertimer.getProgress(); // 0..1 for current iteration
timer.getOverallProgress(); // 0..1 across all repeats
timer.getElapsed(); // ms elapsed this iteration
timer.getElapsedSeconds(); // seconds elapsed this iteration
timer.getRemaining(); // ms until next fire
timer.getRemainingSeconds(); // seconds until next fire
timer.getOverallRemaining(); // ms until final fire
timer.getOverallRemainingSeconds(); // seconds until final fire
timer.getRepeatCount(); // repeats leftconst timeline = this.add.timeline([
{
at: 0,
run: () => { this.title.setAlpha(1); },
sound: 'intro'
},
{
at: 2000,
tween: { targets: this.title, y: 100, duration: 1000 },
sound: { key: 'whoosh', config: { volume: 0.5 } }
},
{
at: 4000,
set: { alpha: 0 },
target: this.title,
event: 'INTRO_DONE'
}
]);
timeline.on('INTRO_DONE', (target) => { /* custom event */ });
timeline.on('complete', (tl) => { /* all events ran */ });
timeline.play();from and inconst timeline = this.add.timeline([
{ at: 1000, run: stepOne }, // absolute: 1s from start
{ from: 500, run: stepTwo }, // relative: 500ms after previous (1.5s)
{ from: 1000, run: stepThree } // relative: 1000ms after previous (2.5s)
]);at -- absolute ms from timeline start (default 0).in -- offset from current elapsed time (useful when adding events to a running timeline).from -- offset from the previous event's start time.Priority: from overrides in, which overrides at.
const timeline = this.add.timeline([
{
at: 5000,
if: () => this.player.health > 0,
run: () => { this.showBonusRound(); }
}
]);If the if callback returns false, the event is skipped (marked complete but actions are not executed).
const timeline = this.add.timeline([
{ at: 0, run: () => console.log('start') },
{ at: 1000, run: () => console.log('end') }
]);
timeline.repeat().play(); // infinite loop
timeline.repeat(3).play(); // loop 3 additional times (4 total runs)
timeline.repeat(false).play(); // no loopingThe loop callback on a TimelineEventConfig fires on repeat iterations (not the first run).
timeline.pause(); // freezes elapsed counter and pauses spawned tweens
timeline.resume(); // resumes elapsed counter and unpauses spawned tweens
timeline.stop(); // sets paused=true, complete=true
timeline.reset(); // elapsed=0, all events marked incomplete, starts playing
timeline.isPlaying(); // true if not paused and not complete
timeline.getProgress(); // 0..1 based on events completed / total eventstimeline.timeScale = 2; // double speed
timeline.timeScale = 0.5; // half speedNote: Timeline timeScale does not affect tweens created by the timeline. Set tween timeScale separately.
Timelines excel at choreographing cutscenes with mixed actions (callbacks, tweens, sounds, property sets, and custom events):
class CutsceneScene extends Phaser.Scene {
create() {
const timeline = this.add.timeline([
{
at: 0,
run: () => { console.log('Start!'); }
},
{
at: 1000,
tween: {
targets: this.player,
x: 400,
duration: 500,
ease: 'Power2'
}
},
{
at: 1500,
sound: 'doorOpen'
},
{
at: 2000,
set: { visible: true },
target: this.door
},
{
from: 500,
run: () => { console.log('Relative timing'); }
},
{
at: 5000,
event: 'cutsceneDone',
stop: true
}
]);
timeline.on('cutsceneDone', () => {
this.scene.start('GameScene');
});
timeline.play();
}
}A completed TimerEvent can be reset with a new config and re-added to the Clock:
const timer = this.time.addEvent({
delay: 1000,
callback: this.phase1,
callbackScope: this,
repeat: 2
});
// Later, after it completes, reconfigure and re-add:
timer.reset({
delay: 500,
callback: this.phase2,
callbackScope: this,
repeat: 4
});
this.time.addEvent(timer); // must re-add; reset() alone does not schedule it| Property | Type | Default | Description |
|---|---|---|---|
delay | number | 0 | Delay in ms before the callback fires |
repeat | number | 0 | Times to repeat after first fire. Use -1 for infinite |
loop | boolean | false | If true, repeats indefinitely (same as repeat: -1) |
callback | function | -- | Function called when the timer fires |
callbackScope | any | TimerEvent | The this context for the callback |
args | Array | [] | Extra arguments passed to the callback |
timeScale | number | 1 | Per-event time multiplier |
startAt | number | 0 | Pre-fill elapsed time in ms (makes first fire happen sooner) |
paused | boolean | false | Start the timer in a paused state |
| Property | Type | Default | Description |
|---|---|---|---|
at | number | 0 | Absolute time in ms from timeline start |
in | number | -- | Offset from current elapsed (overrides at) |
from | number | -- | Offset from previous event time (overrides at and in) |
run | function | -- | Callback invoked when event fires |
loop | function | -- | Callback invoked on repeat iterations (not first run) |
if | function | -- | Guard function; return false to skip the event |
event | string | -- | Event name emitted on the Timeline instance |
target | any | -- | Scope for run/loop/if and target for set |
set | object | -- | Key-value pairs applied to target when event fires |
tween | TweenConfig | -- | Tween config or instance created when event fires |
sound | string/object | -- | Sound key or { key, config } to play |
once | boolean | false | Remove this event after it fires |
stop | boolean | false | Stop the entire timeline when this event fires |
The processed event object stored in timeline.events[]. Extends config with:
| Property | Type | Description |
|---|---|---|
complete | boolean | Whether this event has fired |
time | number | Resolved absolute time in ms |
repeat | number | How many times this event has repeated |
tweenInstance | Tween/TweenChain | Reference to spawned tween (if any) |
| Event | Constant | Listener Signature | Fired When |
|---|---|---|---|
'complete' | Phaser.Time.Events.COMPLETE | (timeline) | All timeline events have been run |
Custom events via the event property in TimelineEventConfig are also emitted on the Timeline instance with signature (target).
TimerEvent and Clock do not emit EventEmitter events. Timers use the callback property directly. The Clock is managed by scene lifecycle events (PRE_UPDATE, UPDATE, SHUTDOWN, DESTROY).
| Method | Signature | Returns | Description |
|---|---|---|---|
addEvent | (config | TimerEvent) | TimerEvent | Create and schedule a timer event |
delayedCall | (delay, callback, args?, scope?) | TimerEvent | Shorthand for a one-shot delayed call |
removeEvent | (event | event[]) | this | Remove specific timer(s) |
removeAllEvents | () | this | Schedule removal of all active timers |
clearPendingEvents | () | this | Clear timers not yet added to active list |
| Property | Type | Description |
|---|---|---|
now | number | Current clock time in ms |
startTime | number | Time the scene started |
timeScale | number | Delta multiplier for all timers |
paused | boolean | Freeze all timers |
| Method | Returns | Description |
|---|---|---|
getProgress() | number | 0..1 progress of current iteration |
getOverallProgress() | number | 0..1 progress across all repeats |
getElapsed() | number | Elapsed ms this iteration |
getElapsedSeconds() | number | Elapsed seconds this iteration |
getRemaining() | number | Ms until next fire |
getRemainingSeconds() | number | Seconds until next fire |
getOverallRemaining() | number | Ms until final fire |
getOverallRemainingSeconds() | number | Seconds until final fire |
getRepeatCount() | number | Repeats remaining |
remove(dispatchCallback?) | void | Expire the timer (optionally fire callback) |
reset(config) | TimerEvent | Reinitialize with new config |
destroy() | void | Null out callback references |
| Method | Signature | Returns | Description |
|---|---|---|---|
add | (config | config[]) | this | Append events to the timeline |
play | (fromStart?) | this | Start playing (default resets to start) |
pause | () | this | Pause timeline and spawned tweens |
resume | () | this | Resume timeline and spawned tweens |
stop | () | this | Stop (sets paused + complete) |
reset | (loop?) | this | Reset elapsed and all events to incomplete |
repeat | (amount?) | this | Set loop count (-1/true=infinite, false=none) |
clear | () | this | Remove all events, reset elapsed, pause |
isPlaying | () | boolean | True if not paused and not complete |
getProgress | () | number | 0..1 based on completed event count |
| Property | Type | Description |
|---|---|---|
elapsed | number | Current elapsed time in ms |
timeScale | number | Delta multiplier (does not affect spawned tweens) |
paused | boolean | Whether timeline is paused |
complete | boolean | Whether all events have run |
loop | number | Number of additional loops (0=none, -1=infinite) |
iteration | number | Current loop iteration |
totalComplete | number | Count of events that have fired |
events | TimelineEvent[] | The internal event array |
repeat: 4 means 5 total callback invocations (1 initial + 4 repeats). This is a common off-by-one source.TimerEvent with delay: 0 and any repeat/loop will throw 'TimerEvent infinite loop created via zero delay'.timeline.play() after creation. Forgetting this is a frequent mistake.timeline.timeScale only scales the timeline's own elapsed counter. Tweens created by the timeline run at their own speed. Set tween timeScale separately or use the TweenManager.once: true are spliced out after firing and will not reappear on reset() or when looping.addEvent() pushes to a pending list processed in preUpdate. The timer will not be active until the next frame.paused = true skips the update loop entirely, while timeScale = 0 still runs the loop with zero delta. Prefer paused for a full freeze.callbackScope, the TimerEvent itself becomes this inside the callback, not the scene. Use arrow functions or pass callbackScope: this explicitly.TimerEvent object to addEvent(), but it must not be in a completed state. The Clock will reset its elapsed and dispatch state.from chains. Each from offset is relative to the previous event's resolved time, not the previous from value. Events are processed in array order.scene.pause()), the Timeline's update loop stops too, since Timeline updates are driven by the scene's update step.timer.reset() does not re-add to Clock. Calling timer.reset(config) reinitializes the timer but does not schedule it. You must call this.time.addEvent(timer) again after resetting.| File | Description |
|---|---|
src/time/Clock.js | Scene Clock plugin -- creates, updates, removes TimerEvents |
src/time/TimerEvent.js | Individual timer -- delay, repeat, loop, progress tracking |
src/time/Timeline.js | Event sequencer -- scheduled actions, tweens, sounds, looping |
src/time/typedefs/TimerEventConfig.js | Config typedef for addEvent() |
src/time/typedefs/TimelineEventConfig.js | Config typedef for timeline.add() |
src/time/typedefs/TimelineEvent.js | Internal event object typedef |
src/time/events/COMPLETE_EVENT.js | 'complete' event constant for Timeline |
src/time/events/index.js | Events namespace barrel file |
© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in store/agents/phaser/skills/time-and-timers of autonomous-ai/openharness.
Open the folder on GitHubat commit cc4983e
Time And Timers next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Time And Timers this skillautonomous-ai/openharness | 1.2k | — | ~4.6k | Automated safety check: Pass | MIT | |
| Eventscoreyhaines31/marketingskills | 54k | — | ~3k | Automated safety check: Pass | MIT | |
| Event Sourcing Architectdavila7/claude-code-templates | 33k | 4 repos | ~659 | Automated safety check: Pass | MIT | |
| Event Store Designwshobson/agents | 40k | 9 repos | ~828 | Automated safety check: Pass | MIT | |
| Event Delegationthedaviddias/Front-End-Checklist | 74k | — | ~500 | Automated safety check: Pass | MIT | |
| Event-Driven Sentiment SignalsHKUDS/Vibe-Trading | 35k | — | ~2.1k | Automated safety check: Pass | MIT |
coreyhaines31/marketingskills
When the user wants to plan, run, sponsor, speak at, or get pipeline from events — webinars, conferences, trade shows, meetups, dinners, workshops, virtual summits, or user conferences.
davila7/claude-code-templates
Expert in event sourcing, CQRS, and event-driven architecture patterns.
wshobson/agents
Designs event stores for event-sourced systems: requirements, a comparison of EventStoreDB, PostgreSQL, Kafka, DynamoDB and Marten, and stream and versioning practices.
thedaviddias/Front-End-Checklist
A skill your agent uses when reviewing scripts, client components, bundles, or runtime behavior related to Use event delegation for dynamic content.
HKUDS/Vibe-Trading
Scores news, announcements and macro events with the LLM, stores them in an event CSV and blends the decaying event signal with technical signals in signal_engine.py.
sickn33/agentic-awesome-skills
Event register: type, date and time, venue, organizer, audience, budget against actual cost, RSVP and attendance counts and feedback score.
autonomous-ai/openharness
Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.
autonomous-ai/openharness
Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.
autonomous-ai/openharness
Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.
autonomous-ai/openharness
Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.
autonomous-ai/openharness
Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.
autonomous-ai/openharness
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.
A skill your agent uses when using timers and time-based events in Phaser 4. Time And Timers is an agent skill from autonomous-ai/openharness. Use this skill when using timers and time-based events in Phaser 4.
Time And Timers fits situations like: using timers and time-based events in Phaser 4.
Run `npx skills add autonomous-ai/openharness --skill time-and-timers -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/time-and-timers in autonomous-ai/openharness) into .claude/skills/time-and-timers in your project. Claude Code loads it when a task matches its description.
Run `npx skills add autonomous-ai/openharness --skill time-and-timers -a codex`. Or copy the skill folder (store/agents/phaser/skills/time-and-timers in autonomous-ai/openharness) into .agents/skills/time-and-timers in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill time-and-timers -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/time-and-timers, .gemini/skills/time-and-timers, .github/skills/time-and-timers and .opencode/skills/time-and-timers in your project.
SKILL.md names no scripts, command-line tools or credentials: Time And Timers is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Time And Timers is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Time And Timers: Events (coreyhaines31/marketingskills, 54k stars), Event Sourcing Architect (davila7/claude-code-templates, 33k stars), Event Store Design (wshobson/agents, 40k stars) and Event Delegation (thedaviddias/Front-End-Checklist, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,210 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 10, 2026.
Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.