Built-in Skills and Examples
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On first startup, QS drops a set of example skills with detailed comments into plugins/QinhSkills/skills/<category>/. They're both ready-to-use templates and the fastest tutorial — copy and tweak them to build your own skills.
📌 Dropped only when missing, never overwriting your edits. Delete an example and it can be re-dropped; an edited one is never rewritten.
🎓 8 example skills
| Skill | File | Trigger | Category | Teaching point | Matching MM skill name |
|---|---|---|---|---|---|
| fire_wave | combat/fire_wave.yml | Right-click | combat | Most basic template — instant AOE, read it first | fire_wave |
| blade_slash | combat/blade_slash.yml | Left-click | combat | NEAREST targeting + MONSTERS filter + blood-sacrifice cost + GCD + conditions + ready_notify + conflict group | blade_slash |
| demo_slash | combat/demo_slash.yml | QI item action | combat | Intro to QI item triggering (starter) | demo_slash |
| demo_slash_charged | combat/demo_slash_charged.yml | (channel) | combat | channel cast bar | demo_slash_charged |
| retaliate | combat/retaliate.yml | Passive ON_ATTACK | combat | Passive counter-attack skill | retaliate |
| dash | movement/dash.yml | Keybind | movement | Charge charges + ignore_gcd to skip the GCD | dash |
| shield | utility/shield.yml | Keybind | utility | toggle switch-style casting | shield |
| fire_combo_finisher | combo/fire_combo_finisher.yml | Combo right→right→left | combo | Combo finisher | fire_combo_finisher |
💡 Suggested learning order:
fire_wave(understand the minimal skill) →blade_slash(see the full gate suite) → pick fromdash/shield/demo_slash_charged/retaliate/fire_combo_finisheras needed (each unpacks one advanced mechanic). Usedemo_slashto wire up a QI item.
🩹 Examples send only one placeholder message
Each example skill by default triggers only a single [QinhSkills] skillName confirmation message — because the real effect is left to MythicMobs. For flames, movement, particles, and so on, go to plugins/MythicMobs/skills/ and write a same-named MM skill (e.g. fire_wave); /mm reload and it takes effect. QS never overwrites a same-named MM skill you already have.
The categories are fixed at five:
combat/movement/utility/combo/boss. Skill definitions go inskills/<category>/, and the matching graphs ingraphs/<category>/.
🔌 Integration examples (integrations/)
First startup also drops 4 integration templates into plugins/QinhSkills/integrations/, all commented and copy-ready:
| File | Demonstrates |
|---|---|
qinhitems_action_example.yml | A QinhItems item keypress casting a skill through the native qinhskills:cast handler |
neigeitems_skill_example.yml | NeigeItems and the like casting a skill via the /qs cast command bridge |
mythic/QinhSkillsEcosystem.yml | The real effect on the MM side: receiving QS variables / targets, leaving damage to the attribute plugin |
QinhClass_MMOCore.md | Optional class / progression-layer integration notes |
One iron rule runs through all of them: neither QI nor QS builds in attributes or damage — damage numbers are settled on the MM side by an attribute plugin such as AttributePlus.
🧪 About the internal test files
There are a few more files under skills/ (chain_*.yml) and integrations/ (*chain* / event_chain_validation.yml / config.integration-test.example.yml, etc.) — these are the internal event-chain CI regression suite, not exposed through commands. Server owners need not worry about them; just use the 8 examples above as normal.
Read next
- Server Owner's Guide → Full Skill Definition Fields — Every field each example uses, explained item by item
- Integration → Integration Overview — Wiring examples to items / NI / MM
- Diagnostics and Troubleshooting — What to do when an example only sends a placeholder message