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Glossary

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The terms that recur throughout the QS docs, one per line; click a link for the full explanation.


🧩 Ecosystem plugins

TermMeaning
QSQinhSkills, this plugin, the skill runtime engine (governs "whether it can fire")
QIQinhItems, the item system (governs "the press," via the native qinhskills:cast handler)
QCLQinhCoreLib, the core library, a hard dependency of QS
QCQinhClass, the class / progression layer (will take over the mana / level / attribute resource pool)
MMMythicMobs, the skill-presentation execution backend (particles / damage actions / movement)
APAttributePlus, the attribute plugin, responsible for settling damage numbers

⚙️ Runtime and pipeline

TermMeaning
runtimeQS's single skill pipeline; since 1.0.22 there's only this one (no v1/v2 distinction)
pipelineInput normalization → state machine → graph resolution → execution plan → gates → execution → post-processing
payloadThe normalized load of a single trigger (skill id / trigger source / target, etc.)
profilePlayerSkillProfile, a player's unlock / level / cooldown / slot data

See Core Concepts.


🔁 State machine

TermMeaning
SkillStateThe state-machine state enum
IDLEIdle (can open)
CASTINGCasting
COMBO_WINDOWCombo window (entered after a successful opener; follow-up nodes use it to distinguish opener / follow-up)
RECOVERYRecovery after a cast
LOCKEDLocked / silenced
INTERRUPTEDInterrupted

🗺️ Graph and combos

TermMeaning
graphA skill's node graph (graphs/<category>/*.graph.yml), deciding which node a trigger goes to
nodeA graph node, containing skill_id/mythic_skill/require_state/triggers
entryThe graph entry node; a trigger that hits no node falls back to it
require_stateThe state-machine state a node requires
comboThe combos section: pressing the inputs sequence within the window triggers the finisher
finalize_skillThe combo finisher, which must be a node id within this graph
window_msThe time window for the whole sequence; timing out reverts to IDLE and breaks the combo

See Graph and Combos.


🚦 Gates and results

TermMeaning
gateThe item-by-item validation before casting: unlock / cooldown / resource / conflict / condition / target / silence
CastResultThe final result code of a cast (14 of them), see Result Codes
cooldownA binary cooldown, persisted to prevent relog refresh
cooldown_groupSame-group skills share a cooldown
chargesWhen >1, replaces the binary cooldown, recovering layer by layer (in-memory)
GCDGlobal cooldown; after a cast all the character's skills are briefly locked out; ignore_gcd exempts
conflict_groupsAfter a cast, same-group skills are briefly mutually exclusive
conditionsDeclarative cast conditions (level / health / target…); unknown keys are always true
resource / cost / blood sacrificeresource.mana placeholder resource; cost.health/hunger health-and-hunger cost (blood sacrifice)
silenceA /qs silence or API block; during it no skill can fire

See Cooldown, Charges, GCD, and Conflicts.


🎯 Targets and triggers

TermMeaning
target modeTarget mode: SELF/LOOK/NEAREST/FARTHEST/LOWEST_HP/HIGHEST_HP/RANDOM
filterTarget filter: ANY/LIVING/MONSTERS/PLAYERS/NOT_PLAYERS
TriggerTypeTrigger type: RIGHT_CLICK/LEFT_CLICK/PASSIVE/COMMAND/API, etc.
active_triggersActive trigger sources: KEY_SLOT/QI_ACTION/COMMAND/API
passive_triggersPassive triggers (11): ON_DAMAGED/ON_ATTACK/ON_KILL/ON_LOW_HEALTH/ON_SNEAK/ON_JUMP/ON_SPRINT/ON_BLOCK_BREAK/ON_RESPAWN/ON_FALL/TICK

See Targets and Acquisition, Passive Skills.


🎬 Cast modes

TermMeaning
cast_modeCast mode: instant / toggle / channel
channelA cast-bar cast, with bossbar/actionbar/none progress, interrupted by movement and damage
toggleA switch-style skill, toggled on/off repeatedly (<skill.var.toggle_state>)

See Cast Modes and Channeling.


🌉 Bridge and interfaces

TermMeaning
bridgeThe QS → MM execution bridge (SkillRuntimeBridge)
three bridge modesAUTO / API_MODE / YAML_STUB; AUTO fallback applies only to missing skills
handler / qinhskills:castThe native action handler a QI item calls into QS
command bridgeNon-QI items cast skills via /qs cast
stub / placeholder skillThe placeholder execution when MM lacks a same-named skill (sends only one message)
QISkillUseEventThe skill-cast event, containing a castResult field (for developers to listen to)

📊 Other

TermMeaning
variables / <skill.var.x>Skill variables passed through to MM
levelsPer-level parameter overrides (cooldown / cost / params)
ready_notifyThe cooldown-ready hint (actionbar + sound, binary cooldown only)