Glossary
The terms that recur throughout the QS docs, one per line; click a link for the full explanation.
🧩 Ecosystem plugins
| Term | Meaning |
|---|---|
| QS | QinhSkills, this plugin, the skill runtime engine (governs "whether it can fire") |
| QI | QinhItems, the item system (governs "the press," via the native qinhskills:cast handler) |
| QCL | QinhCoreLib, the core library, a hard dependency of QS |
| QC | QinhClass, the class / progression layer (will take over the mana / level / attribute resource pool) |
| MM | MythicMobs, the skill-presentation execution backend (particles / damage actions / movement) |
| AP | AttributePlus, the attribute plugin, responsible for settling damage numbers |
⚙️ Runtime and pipeline
| Term | Meaning |
|---|---|
| runtime | QS's single skill pipeline; since 1.0.22 there's only this one (no v1/v2 distinction) |
| pipeline | Input normalization → state machine → graph resolution → execution plan → gates → execution → post-processing |
| payload | The normalized load of a single trigger (skill id / trigger source / target, etc.) |
| profile | PlayerSkillProfile, a player's unlock / level / cooldown / slot data |
See Core Concepts.
🔁 State machine
| Term | Meaning |
|---|---|
| SkillState | The state-machine state enum |
| IDLE | Idle (can open) |
| CASTING | Casting |
| COMBO_WINDOW | Combo window (entered after a successful opener; follow-up nodes use it to distinguish opener / follow-up) |
| RECOVERY | Recovery after a cast |
| LOCKED | Locked / silenced |
| INTERRUPTED | Interrupted |
🗺️ Graph and combos
| Term | Meaning |
|---|---|
| graph | A skill's node graph (graphs/<category>/*.graph.yml), deciding which node a trigger goes to |
| node | A graph node, containing skill_id/mythic_skill/require_state/triggers |
| entry | The graph entry node; a trigger that hits no node falls back to it |
| require_state | The state-machine state a node requires |
| combo | The combos section: pressing the inputs sequence within the window triggers the finisher |
| finalize_skill | The combo finisher, which must be a node id within this graph |
| window_ms | The time window for the whole sequence; timing out reverts to IDLE and breaks the combo |
See Graph and Combos.
🚦 Gates and results
| Term | Meaning |
|---|---|
| gate | The item-by-item validation before casting: unlock / cooldown / resource / conflict / condition / target / silence |
| CastResult | The final result code of a cast (14 of them), see Result Codes |
| cooldown | A binary cooldown, persisted to prevent relog refresh |
| cooldown_group | Same-group skills share a cooldown |
| charges | When >1, replaces the binary cooldown, recovering layer by layer (in-memory) |
| GCD | Global cooldown; after a cast all the character's skills are briefly locked out; ignore_gcd exempts |
| conflict_groups | After a cast, same-group skills are briefly mutually exclusive |
| conditions | Declarative cast conditions (level / health / target…); unknown keys are always true |
| resource / cost / blood sacrifice | resource.mana placeholder resource; cost.health/hunger health-and-hunger cost (blood sacrifice) |
| silence | A /qs silence or API block; during it no skill can fire |
See Cooldown, Charges, GCD, and Conflicts.
🎯 Targets and triggers
| Term | Meaning |
|---|---|
| target mode | Target mode: SELF/LOOK/NEAREST/FARTHEST/LOWEST_HP/HIGHEST_HP/RANDOM |
| filter | Target filter: ANY/LIVING/MONSTERS/PLAYERS/NOT_PLAYERS |
| TriggerType | Trigger type: RIGHT_CLICK/LEFT_CLICK/PASSIVE/COMMAND/API, etc. |
| active_triggers | Active trigger sources: KEY_SLOT/QI_ACTION/COMMAND/API |
| passive_triggers | Passive 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
| Term | Meaning |
|---|---|
| cast_mode | Cast mode: instant / toggle / channel |
| channel | A cast-bar cast, with bossbar/actionbar/none progress, interrupted by movement and damage |
| toggle | A switch-style skill, toggled on/off repeatedly (<skill.var.toggle_state>) |
See Cast Modes and Channeling.
🌉 Bridge and interfaces
| Term | Meaning |
|---|---|
| bridge | The QS → MM execution bridge (SkillRuntimeBridge) |
| three bridge modes | AUTO / API_MODE / YAML_STUB; AUTO fallback applies only to missing skills |
handler / qinhskills:cast | The native action handler a QI item calls into QS |
| command bridge | Non-QI items cast skills via /qs cast |
| stub / placeholder skill | The placeholder execution when MM lacks a same-named skill (sends only one message) |
| QISkillUseEvent | The skill-cast event, containing a castResult field (for developers to listen to) |
📊 Other
| Term | Meaning |
|---|---|
variables / <skill.var.x> | Skill variables passed through to MM |
| levels | Per-level parameter overrides (cooldown / cost / params) |
| ready_notify | The cooldown-ready hint (actionbar + sound, binary cooldown only) |
Read next
- Changelog — A capability-by-version overview
- Core Concepts — The origins of these terms
- Diagnostics and Troubleshooting