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すべてのクラスおよびインタフェース|すべてのパッケージ|定数フィールド値

A

action - クラスの変数 visualization.SimulationRecord
 
ActionListener - simulationのインタフェース
Observer interface for monitoring discrete attack actions within the combat simulation.
ActionProfile(String, List<String>) - クラスのコンストラクタ mechanics.optimization.ProfileLoader.ActionProfile
 
actions - クラスの変数 mechanics.optimization.ProfileLoader.ActionProfile
Ordered list of action command strings to execute in sequence.
ActionType - model.typeの列挙クラス
Classifies the type of action performed by a character during the simulation.
activeBuffs - クラスの変数 model.entity.Character
 
ActiveCharacterBuff - mechanics.buffのクラス
A Buff that only applies its stat bonuses when a specific character is the currently active (on-field) character.
ActiveCharacterBuff(String, double, double, CombatSimulator, Character, Consumer<StatsContainer>) - クラスのコンストラクタ mechanics.buff.ActiveCharacterBuff
Creates a time-limited buff that is conditional on the owner being active.
actor - クラスの変数 visualization.SimulationRecord
 
add(StatType, double) - クラスのメソッド model.stats.StatsContainer
Adds value to the current value of type, initialising it to 0.0 first if absent.
addBonusStat(StatType, double) - クラスのメソッド simulation.action.AttackAction
Adds an extra per-action stat bonus that is applied only when this action is calculated.
addBuff(Buff) - クラスのメソッド model.entity.Character
Adds a buff to this character's active buff list.
addCharacter(Character) - クラスのメソッド simulation.CombatSimulator
Adds a character to the party and initialises their energy to full.
addListener(ActionListener) - クラスのメソッド simulation.CombatSimulator
Registers an ActionListener to be notified after each CombatSimulator.performAction(String, AttackAction) call.
addMember(Character) - クラスのメソッド simulation.Party
Adds a character to the party, keyed by their name.
addParticleListener(ParticleListener) - クラスのメソッド simulation.CombatSimulator
Registers a ParticleListener to be notified when particles are generated.
addReactionListener(CombatSimulator.ReactionListener) - クラスのメソッド simulation.CombatSimulator
Registers a CombatSimulator.ReactionListener to be notified when any elemental reaction fires.
advanceTime(double) - クラスのメソッド simulation.CombatSimulator
Advances simulation time by duration seconds, firing any registered TimerEvents whose tick time falls within the interval.
AlleyFlash - model.weaponのクラス
 
AlleyFlash() - クラスのコンストラクタ model.weapon.AlleyFlash
 
AmenomaKageuchi - model.weaponのクラス
 
AmenomaKageuchi() - クラスのコンストラクタ model.weapon.AmenomaKageuchi
 
amp(double, String) - クラスのstaticメソッド mechanics.reaction.ReactionResult
 
AMP - 列挙クラスの列挙型定数 mechanics.reaction.ReactionResult.Type
 
ANEMO - 列挙クラスの列挙型定数 model.type.Element
Anemo element; maps to StatType.ANEMO_DMG_BONUS.
ANEMO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Anemo DMG Bonus%, also the resistance map key for Anemo RES.
ANEMO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Anemo-specific RES Shred%.
appliesToCharacter(String, Element) - クラスのメソッド mechanics.buff.Buff
Returns true if this buff applies to a character with the given name and element.
apply(StatsContainer, double) - クラスのメソッド mechanics.buff.Buff
Applies this buff's stat bonuses to stats if currentTime falls within the active window [startTime, expirationTime).
applyFieldBuff(Buff) - クラスのメソッド simulation.CombatSimulator
Adds a buff to the field buff list.
applyPassive(StatsContainer) - クラスのメソッド model.artifact.EmblemOfSeveredFate
 
applyPassive(StatsContainer) - クラスのメソッド model.character.Bennett
 
applyPassive(StatsContainer) - クラスのメソッド model.character.Columbina
No static passive stat modifications for Columbina (handled dynamically).
applyPassive(StatsContainer) - クラスのメソッド model.character.Flins
Applies the Whispering Flame passive: grants EM equal to 8% of total ATK (capped at 160) and LUNAR_UNIQUE_BONUS +20%.
applyPassive(StatsContainer) - クラスのメソッド model.character.Ineffa
No static passive stat modifications for Ineffa; reaction modifiers and team buffs are applied on action.
applyPassive(StatsContainer) - クラスのメソッド model.character.RaidenShogun
 
applyPassive(StatsContainer) - クラスのメソッド model.character.Sucrose
No static passive stat modifications for Sucrose.
applyPassive(StatsContainer) - クラスのメソッド model.character.Xiangling
 
applyPassive(StatsContainer) - クラスのメソッド model.character.Xingqiu
 
applyPassive(StatsContainer) - クラスのメソッド model.entity.ArtifactSet
Applies the artifact set's dynamic passive bonus to the provided stats container.
applyPassive(StatsContainer) - クラスのメソッド model.entity.Character
Hook called during stat compilation to apply this character's passive talents (e.g., ascension passives, innate scaling conversions).
applyPassive(StatsContainer, double) - クラスのメソッド model.entity.Weapon
Applies the weapon's passive effect to the provided stats container.
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.Deathmatch
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.DragonsBane
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.ProspectorShovel
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.SkywardBlade
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.SkywardSpine
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.TheCatch
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.WanderingEvenstar
 
applyPassive(StatsContainer, double) - クラスのメソッド model.weapon.WolfFang
 
applyResonances(CombatSimulator) - クラスのstaticメソッド mechanics.element.ResonanceManager
Inspects the party composition of sim and registers the correct elemental resonance team buff.
applyStats(StatsContainer, double) - クラスのメソッド mechanics.buff.ActiveCharacterBuff
Applies the effect lambda only if owner is the currently active character in the simulation.
applyStats(StatsContainer, double) - クラスのメソッド mechanics.buff.Buff
Applies this buff's concrete stat modifications.
applyStats(StatsContainer, double) - クラスのメソッド mechanics.buff.SimpleBuff
Invokes the stored effect lambda to apply stat bonuses, if the effect is non-null.
applyTeamBuff(Buff) - クラスのメソッド simulation.CombatSimulator
Adds a buff to the team buff list.
applyTeamBuff(Buff) - クラスのメソッド simulation.Party
Directly applies a buff to every member of the party.
applyTeamBuffNoStack(Buff) - クラスのメソッド simulation.CombatSimulator
Adds a buff to the team buff list, first removing any existing buff with the same name.
ArtifactOptimizer - mechanics.optimizationのクラス
Generates a simulated artifact stat block following the KQM Standard (KQMS) substat methodology.
ArtifactOptimizer() - クラスのコンストラクタ mechanics.optimization.ArtifactOptimizer
 
ArtifactOptimizer.OptimizationConfig - mechanics.optimizationのクラス
ArtifactOptimizer.OptimizationResult - mechanics.optimizationのクラス
artifactRolls - クラスの変数 model.entity.Character
 
artifacts - クラスの変数 model.entity.Character
 
ArtifactSet - model.entityのクラス
Represents an artifact set (e.g.
ArtifactSet(String, StatsContainer) - クラスのコンストラクタ model.entity.ArtifactSet
Constructs an artifact set with the given name and flat stat container.
ASCENDANT_GLEAM - 列挙クラスの列挙型定数 simulation.CombatSimulator.Moonsign
 
ATK_FLAT - 列挙クラスの列挙型定数 model.type.StatType
Flat ATK bonus added after percent scaling.
ATK_FLAT - クラスのstatic変数 model.standards.KQMSConstants
Average flat ATK substat value per roll.
ATK_PERCENT - 列挙クラスの列挙型定数 model.type.StatType
Additive ATK percent bonus.
ATK_PERCENT - クラスのstatic変数 model.standards.KQMSConstants
Average ATK% substat value per roll (4.96 %).
ATK_SPD - 列挙クラスの列挙型定数 model.type.StatType
Attack speed bonus (multiplicative on animation duration).
AttackAction - simulation.actionのクラス
Describes a single discrete damage-dealing action performed by a character.
AttackAction(String, double, Element, StatType) - クラスのコンストラクタ simulation.action.AttackAction
Minimal constructor.
AttackAction(String, double, Element, StatType, StatType) - クラスのコンストラクタ simulation.action.AttackAction
Constructor with bonus stat override.
AttackAction(String, double, Element, StatType, StatType, double) - クラスのコンストラクタ simulation.action.AttackAction
Constructor with bonus stat and custom animation duration.
AttackAction(String, double, Element, StatType, StatType, double, boolean) - クラスのコンストラクタ simulation.action.AttackAction
Constructor with snapshot control.
AttackAction(String, double, Element, StatType, StatType, double, boolean, ActionType) - クラスのコンストラクタ simulation.action.AttackAction
Full constructor used internally by all shorter overloads.
AttackAction(String, double, Element, StatType, StatType, double, ActionType) - クラスのコンストラクタ simulation.action.AttackAction
Constructor with explicit ActionType.
AubadeOfMorningstarAndMoon - model.artifactのクラス
 
AubadeOfMorningstarAndMoon() - クラスのコンストラクタ model.artifact.AubadeOfMorningstarAndMoon
 
AubadeOfMorningstarAndMoon(StatsContainer) - クラスのコンストラクタ model.artifact.AubadeOfMorningstarAndMoon
 

B

BASE_ATK - 列挙クラスの列挙型定数 model.type.StatType
Character's base ATK (character base + weapon base).
BASE_DEF - 列挙クラスの列挙型定数 model.type.StatType
Character's base DEF from level/ascension.
BASE_HP - 列挙クラスの列挙型定数 model.type.StatType
Character's base HP from level/ascension.
baseStats - クラスの変数 model.entity.Character
Level-90 base stats for this character.
Bennett - model.characterのクラス
 
Bennett(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Bennett
 
Bennett_Talent - 列挙クラスの列挙型定数 model.type.ICDTag
Bennett's Inspiration Field DoT talent hits.
Buff - mechanics.buffのクラス
Abstract base class for all stat-modifying buffs in the simulation.
Buff(String) - クラスのコンストラクタ mechanics.buff.Buff
Creates a permanent buff that never expires (expiration set to Double.MAX_VALUE).
Buff(String, double, double) - クラスのコンストラクタ mechanics.buff.Buff
Creates a time-limited buff active from currentTime for duration seconds.
BURST - 列挙クラスの列挙型定数 model.type.ActionType
Elemental Burst (Q key).
BURST_CRIT_RATE - 列挙クラスの列挙型定数 model.type.StatType
Crit rate bonus that applies specifically to Elemental Burst hits.
BURST_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies to Elemental Burst hits.
burstCD - クラスの変数 model.entity.Character
 

C

calculate(Element, Element, double, int) - クラスのstaticメソッド mechanics.reaction.ReactionCalculator
Calculates the reaction result given a trigger element, an aura element, the attacker's Elemental Mastery, and the attacker's level.
calculate(Element, Element, double, int, double) - クラスのstaticメソッド mechanics.reaction.ReactionCalculator
Calculates the reaction result including any specific reaction damage bonuses.
calculateDamage(Character, Enemy, AttackAction, List<Buff>, double, double, CombatSimulator) - クラスのstaticメソッド mechanics.formula.DamageCalculator
Calculates the final damage dealt by action.
calculateERRequirements(CombatSimulator) - クラスのstaticメソッド mechanics.analysis.EnergyAnalyzer
Analyzes energy generation after a simulation run and returns required ER map.
calculateResMulti(double, double) - クラスのstaticメソッド mechanics.formula.DamageCalculator
Computes the resistance damage multiplier after applying resistance shred.
canBurst(double) - クラスのメソッド model.entity.Character
Returns true if the elemental burst can be used at the given simulation time, requiring both the burst cooldown to have elapsed and sufficient energy.
canSkill(double) - クラスのメソッド model.entity.Character
Returns true if the elemental skill is available at the given simulation time (i.e. no remaining cooldown / a charge is available).
captureSnapshot(double, List<Buff>) - クラスのメソッド model.entity.Character
Captures and stores a stat snapshot at the given simulation time.
CD_REDUCTION - 列挙クラスの列挙型定数 model.type.StatType
Cooldown reduction% for character skills and bursts.
CHAR_LEVEL - クラスのstatic変数 model.standards.KQMSConstants
Standard character level used in DEF multiplier calculations.
Character - model.entityのクラス
Abstract base class for all playable characters in the simulation.
Character() - クラスのコンストラクタ model.entity.Character
Initialises base stats with KQM standard defaults: 5 % crit rate, 50 % crit DMG, 100 % energy recharge.
characterBuffs - クラスの変数 mechanics.analysis.StatsSnapshot
Names of active buffs per character at StatsSnapshot.time, keyed by character name.
characterStats - クラスの変数 mechanics.analysis.StatsSnapshot
Effective stat values per character at StatsSnapshot.time, keyed by character name.
CHARGE - 列挙クラスの列挙型定数 model.type.ActionType
Charged Attack (stamina-consuming follow-up or hold attack).
CHARGED_ATTACK_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies to Charged Attack hits.
ChargedAttack - 列挙クラスの列挙型定数 model.type.ICDTag
ICD group for Charged Attack hits.
checkApplication(String, ICDTag, ICDType, double) - クラスのメソッド mechanics.element.ICDManager
Checks whether an elemental hit in the given ICD group should apply the element, and updates the group's state accordingly.
clear() - クラスのメソッド visualization.VisualLogger
 
clearBuffs() - クラスのメソッド model.entity.Character
Removes all active buffs from this character.
Columbina - model.characterのクラス
Custom "Lunar" Hydro character implementation.
Columbina(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Columbina
Constructs Columbina with the given weapon and artifact set.
Columbina_Cast - 列挙クラスの列挙型定数 model.type.ICDTag
Columbina's initial cast hit.
Columbina_Moonreel - 列挙クラスの列挙型定数 model.type.ICDTag
Columbina's Moonreel follow-up hits.
CombatSimulator - simulationのクラス
God-class that drives the entire time-based combat simulation.
CombatSimulator() - クラスのコンストラクタ simulation.CombatSimulator
Constructs a new simulator with an empty party and zeroed time.
CombatSimulator.Moonsign - simulationの列挙クラス
Represents the global Moonsign state of the party, which governs Ascendant Blessing eligibility — a custom Lunar mechanic not present in the official game.
CombatSimulator.ReactionListener - simulationのインタフェース
Observer interface for elemental reaction events.
constellation - クラスの変数 model.entity.Character
 
CRIT_DMG - 列挙クラスの列挙型定数 model.type.StatType
Crit DMG as a decimal (e.g. 0.50 = 50 %).
CRIT_DMG - クラスのstatic変数 model.standards.KQMSConstants
Average Crit DMG substat value per roll (6.62 %).
CRIT_RATE - 列挙クラスの列挙型定数 model.type.StatType
Crit rate as a decimal (e.g. 0.05 = 5 %).
CRIT_RATE - クラスのstatic変数 model.standards.KQMSConstants
Average Crit Rate substat value per roll (3.31 %).
CRYO - 列挙クラスの列挙型定数 model.type.Element
Cryo element; maps to StatType.CRYO_DMG_BONUS.
CRYO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Cryo DMG Bonus%, also the resistance map key for Cryo RES.
CRYO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Cryo-specific RES Shred%.
currentEnergy - クラスの変数 model.entity.Character
 

D

damage - クラスの変数 visualization.SimulationRecord
 
DamageCalculator - mechanics.formulaのクラス
Computes outgoing damage for a single attack action.
DamageCalculator() - クラスのコンストラクタ mechanics.formula.DamageCalculator
 
DASH - 列挙クラスの列挙型定数 model.type.ActionType
Dash / sprint action; does not deal damage.
Deathmatch - model.weaponのクラス
 
Deathmatch() - クラスのコンストラクタ model.weapon.Deathmatch
 
DEF_FLAT - 列挙クラスの列挙型定数 model.type.StatType
Flat DEF bonus added after percent scaling.
DEF_FLAT - クラスのstatic変数 model.standards.KQMSConstants
Average flat DEF substat value per roll.
DEF_IGNORE - 列挙クラスの列挙型定数 model.type.StatType
DEF Ignore%; removes a portion of the enemy's effective DEF independently of DEF Shred (see DamageCalculator DEF formula).
DEF_PERCENT - 列挙クラスの列挙型定数 model.type.StatType
Additive DEF percent bonus.
DEF_PERCENT - クラスのstatic変数 model.standards.KQMSConstants
Average DEF% substat value per roll (6.20 %).
DENDRO - 列挙クラスの列挙型定数 model.type.Element
Dendro element; maps to StatType.DENDRO_DMG_BONUS.
DENDRO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Dendro DMG Bonus%, also the resistance map key for Dendro RES.
DENDRO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Dendro-specific RES Shred%.
distributeFlatEnergy(double, CombatSimulator) - クラスのstaticメソッド mechanics.energy.EnergyManager
Distributes flat energy to all party members.
distributeParticles(Element, double, ParticleType, CombatSimulator) - クラスのstaticメソッド mechanics.energy.EnergyManager
Distributes elemental particles or orbs to every party member.
DMG_BONUS_ALL - 列挙クラスの列挙型定数 model.type.StatType
Generic all-damage DMG bonus% applied to every damage instance.
DragonsBane - model.weaponのクラス
 
DragonsBane() - クラスのコンストラクタ model.weapon.DragonsBane
 

E

ELECTRO - 列挙クラスの列挙型定数 model.type.Element
Electro element; maps to StatType.ELECTRO_DMG_BONUS.
ELECTRO_CHARGED_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies specifically to Electro-Charged hits.
ELECTRO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Electro DMG Bonus%, also the resistance map key for Electro RES.
ELECTRO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Electro-specific RES Shred%.
element - クラスの変数 model.entity.Character
 
Element - model.typeの列挙クラス
Enumeration of the seven playable elements plus Physical damage in Genshin Impact.
ELEMENTAL_MASTERY - 列挙クラスの列挙型定数 model.type.StatType
Elemental Mastery flat value; amplifies reactions.
ELEMENTAL_MASTERY - クラスのstatic変数 model.standards.KQMSConstants
Average Elemental Mastery substat value per roll.
ElementalBurst - 列挙クラスの列挙型定数 model.type.ICDTag
ICD group for Elemental Burst hits.
ElementalSkill - 列挙クラスの列挙型定数 model.type.ICDTag
ICD group for Elemental Skill hits.
EmblemOfSeveredFate - model.artifactのクラス
 
EmblemOfSeveredFate(StatsContainer) - クラスのコンストラクタ model.artifact.EmblemOfSeveredFate
 
Enemy - model.entityのクラス
Represents an enemy target in the combat simulation.
Enemy(int) - クラスのコンストラクタ model.entity.Enemy
Creates an enemy at the given level with KQM-standard 10 % resistance applied to all eight elements.
ENEMY_LEVEL - クラスのstatic変数 model.standards.KQMSConstants
Standard enemy level used in DEF multiplier calculations.
ENEMY_RESISTANCE_BASE - クラスのstatic変数 model.standards.KQMSConstants
Standard enemy base resistance for all elements (10 %).
enemyAura - クラスの変数 visualization.SimulationRecord
 
ENERGY_RECHARGE - 列挙クラスの列挙型定数 model.type.StatType
Energy Recharge as a decimal (e.g. 1.0 = 100 %).
ENERGY_RECHARGE - クラスのstatic変数 model.standards.KQMSConstants
Average Energy Recharge substat value per roll (5.51 %).
EnergyAnalyzer - mechanics.analysisのクラス
Post-simulation utility that calculates the minimum Energy Recharge (ER) required for each party member to cast their burst every rotation.
EnergyAnalyzer() - クラスのコンストラクタ mechanics.analysis.EnergyAnalyzer
 
EnergyManager - mechanics.energyのクラス
Handles particle/orb energy distribution and scheduled enemy particle drops for the combat simulation.
EnergyManager() - クラスのコンストラクタ mechanics.energy.EnergyManager
 
erTargets - クラスの変数 mechanics.optimization.TotalOptimizationResult
Converged minimum Energy Recharge targets per character name.
exclude(String...) - クラスのメソッド mechanics.buff.Buff
Exclude specific characters from receiving this buff.
excludeChars - クラスの変数 mechanics.buff.Buff
 
expirationTime - クラスの変数 mechanics.buff.Buff
 

F

FavoniusCodex - model.weaponのクラス
 
FavoniusCodex() - クラスのコンストラクタ model.weapon.FavoniusCodex
 
findBestRotation(Supplier<CombatSimulator>) - クラスのメソッド mechanics.optimization.RotationSearcher
Searches all order permutations and profile combinations for the highest-damage rotation.
finish() - クラスのメソッド simulation.event.SimpleTimerEvent
Marks this event as complete.
finished - クラスの変数 simulation.event.SimpleTimerEvent
Whether the event has been marked complete via SimpleTimerEvent.finish().
FIXED_ROLLS - クラスのstatic変数 model.standards.KQMSConstants
Number of fixed rolls pre-allocated to each useful substat before the liquid budget is distributed.
FLAT_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Flat damage added to the Additive Bonus step of the damage formula.
Flins - model.characterのクラス
Custom "Lunar" Electro polearm character implementation.
Flins(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Flins
Constructs Flins with the given weapon and artifact set.
forEach(BiConsumer<StatType, Double>) - クラスのメソッド model.stats.StatsContainer
Iterates over all entries in this container, invoking action for each (StatType, Double) pair that has been explicitly set or added.
forElement(Element) - クラスのメソッド mechanics.buff.Buff
Restrict this buff to characters with the given element.
formula - クラスの変数 visualization.SimulationRecord
 

G

generate(String, List<SimulationRecord>, CombatSimulator) - クラスのstaticメソッド visualization.HtmlReportGenerator
Generates the HTML report without stat history tracking.
generate(String, List<SimulationRecord>, CombatSimulator, List<StatsSnapshot>) - クラスのstaticメソッド visualization.HtmlReportGenerator
Generates the complete HTML report, including the interactive stat tracker if history snapshots are provided.
generate(ArtifactOptimizer.OptimizationConfig, StatsContainer, StatsContainer, StatsContainer) - クラスのstaticメソッド mechanics.optimization.ArtifactOptimizer
Generates a complete KQMS artifact stat block for a single character.
GEO - 列挙クラスの列挙型定数 model.type.Element
Geo element; maps to StatType.GEO_DMG_BONUS.
GEO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Geo DMG Bonus%, also the resistance map key for Geo RES.
GEO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Geo-specific RES Shred%.
get(String, String, double) - クラスのメソッド mechanics.data.TalentDataManager
 
get(StatType) - クラスのメソッド model.stats.StatsContainer
Returns the stored value for type, or 0.0 if no value has been recorded.
getActionType() - クラスのメソッド simulation.action.AttackAction
Returns the ability category of this action (NORMAL, SKILL, BURST, etc.).
getActiveAuras() - クラスのメソッド model.entity.Enemy
Returns the set of all elements currently applied as an aura on this enemy.
getActiveBuffs() - クラスのメソッド model.entity.Character
Returns the live list of active buffs.
getActiveCharacter() - クラスのメソッド simulation.CombatSimulator
Returns the character currently on-field.
getActiveCharacter() - クラスのメソッド simulation.Party
Returns the character currently on-field.
getAmpMultiplier() - クラスのメソッド mechanics.reaction.ReactionResult
 
getAnimationDuration() - クラスのメソッド simulation.action.AttackAction
Returns the animation duration used to advance simulation time after the action.
getApplicableBuffs(Character) - クラスのメソッド simulation.CombatSimulator
Collects all buffs that apply to the given character at the current simulation time.
getArtifactRolls() - クラスのメソッド model.entity.Character
Returns the stored artifact substat roll distribution, or an empty map if none has been set.
getArtifacts() - クラスのメソッド model.entity.Character
Returns the array of equipped artifact sets.
getAuraMap() - クラスのメソッド model.entity.Enemy
Returns a snapshot copy of the full aura gauge map (element -> units).
getAuraUnits(Element) - クラスのメソッド model.entity.Enemy
Returns the remaining gauge units for the given element, or 0.0 if no aura of that element is currently applied.
getBaseAtk() - クラスのメソッド model.entity.Weapon
Returns the weapon's base ATK value.
getBaseStats() - クラスのメソッド model.entity.Character
Returns the raw level-90 base stats container before any equipment or buffs are applied.
getBonusStat() - クラスのメソッド simulation.action.AttackAction
Returns the secondary DMG bonus stat specific to this action's ability type (e.g.
getBonusStatType() - 列挙クラスのメソッド model.type.Element
Returns the StatType DMG_BONUS key associated with this element.
getBurstCD() - クラスのメソッド model.entity.Character
Returns the elemental burst cooldown duration in seconds.
getBurstCDRemaining(double) - クラスのメソッド model.character.Flins
Returns the remaining burst cooldown.
getBurstCDRemaining(double) - クラスのメソッド model.entity.Character
Returns the remaining elemental burst cooldown in seconds, or 0 if the burst cooldown has elapsed (energy requirement is checked separately by Character.canBurst(double)).
getBurstEnergyWindows() - クラスのメソッド model.entity.Character
Returns the list of per-burst-window energy records.
getCharacter(String) - クラスのメソッド simulation.CombatSimulator
Returns the party member with the given name, or null if not found.
getConstellation() - クラスのメソッド model.entity.Character
Returns the character's constellation level (0–6).
getCurrentEnergy() - クラスのメソッド model.entity.Character
Returns the character's current energy.
getCurrentTime() - クラスのメソッド simulation.CombatSimulator
Returns the current simulation time in seconds.
getDamagePercent() - クラスのメソッド simulation.action.AttackAction
Returns the talent multiplier as a decimal (e.g.
getDebugFormula() - クラスのメソッド simulation.action.AttackAction
Returns the debug formula string for this action, or null if not set.
getDefenseIgnore() - クラスのメソッド simulation.action.AttackAction
Returns the defense ignore fraction applied during damage calculation.
getDPS() - クラスのメソッド simulation.CombatSimulator
Returns total DPS over the rotation (totalDamage / rotationTime).
getEffectiveStats(double) - クラスのメソッド model.entity.Character
Computes and returns the character's fully resolved stats at the given simulation time, including base stats, weapon, artifacts, weapon passive, all non-expired active buffs, artifact passives, and the character's own passive talent.
getElement() - クラスのメソッド model.entity.Character
Returns the character's elemental vision (e.g.
getElement() - クラスのメソッド simulation.action.AttackAction
Returns the element of this hit, used for aura application and reaction checks.
getElementType() - クラスのメソッド simulation.action.AttackAction
推奨されていません。
getEnemy() - クラスのメソッド simulation.CombatSimulator
Returns the enemy currently set on the simulator.
getEnergyCost() - クラスのメソッド model.character.Bennett
 
getEnergyCost() - クラスのメソッド model.character.Columbina
Returns the burst energy cost (60).
getEnergyCost() - クラスのメソッド model.character.Flins
Returns the burst energy cost: 30 when Thunderous Symphony is active, otherwise 80.
getEnergyCost() - クラスのメソッド model.character.Ineffa
Returns the burst energy cost (60).
getEnergyCost() - クラスのメソッド model.character.RaidenShogun
 
getEnergyCost() - クラスのメソッド model.character.Sucrose
Returns the burst energy cost (80).
getEnergyCost() - クラスのメソッド model.character.Xiangling
 
getEnergyCost() - クラスのメソッド model.character.Xingqiu
 
getEnergyCost() - クラスのメソッド model.entity.Character
Returns the elemental burst energy cost for this character.
getExtraBonuses() - クラスのメソッド simulation.action.AttackAction
Returns the map of per-action extra stat bonuses set via AttackAction.addBonusStat(model.type.StatType, double).
getGaugeUnits() - クラスのメソッド simulation.action.AttackAction
Returns the elemental gauge units applied by this hit when ICD permits.
getICDTag() - クラスのメソッド simulation.action.AttackAction
Returns the ICD tag used to group hits into independent ICD sequences.
getICDType() - クラスのメソッド simulation.action.AttackAction
Returns the ICD type used to evaluate element application eligibility.
getInstance() - クラスのstaticメソッド mechanics.data.TalentDataManager
 
getInstance() - クラスのstaticメソッド visualization.VisualLogger
 
getLastBurstTime() - クラスのメソッド model.entity.Character
Returns the simulation time at which the elemental burst was last used.
getLastSkillTime() - クラスのメソッド model.entity.Character
Returns the simulation time at which the elemental skill was last used.
getLevel() - クラスのメソッド model.entity.Enemy
Returns the enemy's level, used in the DEF multiplier formula.
getLunarReactionType() - クラスのメソッド simulation.action.AttackAction
Returns the Lunar reaction sub-type for this action, or null if none.
getMember(String) - クラスのメソッド simulation.Party
Returns the party member with the given name, or null if not found.
getMembers() - クラスのメソッド simulation.Party
Returns a view of all party members.
getMoonsign() - クラスのメソッド simulation.CombatSimulator
Returns the current Moonsign state.
getMotionValue() - クラスのメソッド simulation.action.AttackAction
推奨されていません。
getMultiplier(Element, Element, double) - クラスのstaticメソッド mechanics.reaction.ReactionCalculator
Legacy support method to retrieve just the amplifying reaction multiplier.
getName() - クラスのメソッド mechanics.buff.Buff
Returns the display name of this buff.
getName() - クラスのメソッド mechanics.reaction.ReactionResult
 
getName() - クラスのメソッド model.entity.ArtifactSet
Returns the artifact set's display name.
getName() - クラスのメソッド model.entity.Character
Returns the character's display name.
getName() - クラスのメソッド model.entity.Weapon
Returns the weapon's display name.
getName() - クラスのメソッド simulation.action.AttackAction
Returns the display name of this action (e.g.
getNextTickTime() - クラスのメソッド simulation.event.PeriodicDamageEvent
Returns the simulation time at which this event's next TimerEvent.tick(simulation.CombatSimulator) should fire.
getNextTickTime() - クラスのメソッド simulation.event.SimpleTimerEvent
Returns the simulation time at which this event's next TimerEvent.tick(simulation.CombatSimulator) should fire.
getNextTickTime() - インタフェースのメソッド simulation.event.TimerEvent
Returns the simulation time at which this event's next TimerEvent.tick(simulation.CombatSimulator) should fire.
getPartyMembers() - クラスのメソッド simulation.CombatSimulator
Returns all characters in the party.
getPrimaryAura() - クラスのメソッド model.entity.Enemy
Returns the primary active aura element.
getRaincutterAttack(int) - クラスのメソッド model.character.Xingqiu
 
getRecords() - クラスのメソッド visualization.VisualLogger
 
getRes(StatType) - クラスのメソッド model.entity.Enemy
Returns the resistance value for the given element type.
getRotationTime() - クラスのメソッド simulation.CombatSimulator
Returns the simulation time at the end of the last recorded action, used as the rotation duration denominator when computing DPS.
getScalingStat() - クラスのメソッド simulation.action.AttackAction
Returns the primary stat this action scales from (e.g.
getScalingStatValue(StatsContainer) - クラスのメソッド simulation.action.AttackAction
Resolves the numeric value of the scaling stat from the provided StatsContainer.
getSkillCD() - クラスのメソッド model.entity.Character
Returns the elemental skill cooldown duration in seconds.
getSkillCDRemaining(double) - クラスのメソッド model.character.Flins
Returns the remaining skill cooldown.
getSkillCDRemaining(double) - クラスのメソッド model.entity.Character
Returns the remaining elemental skill cooldown in seconds, or 0 if the skill (or a charge) is available.
getSnapshot() - クラスのメソッド model.entity.Character
Returns the most recently captured stat snapshot.
getSnapshots() - クラスのメソッド mechanics.analysis.StatsRecorder
Returns the list of snapshots collected since recording started.
getStats() - クラスのメソッド model.entity.ArtifactSet
Returns the artifact set's flat stat container.
getStats() - クラスのメソッド model.entity.Weapon
Returns the weapon's flat stat container (base ATK, substat).
getStructuralStats(double) - クラスのメソッド model.entity.Character
Computes a recursion-safe stat view that includes only base stats, weapon stats, weapon passive, artifact stats, artifact passives, and the character's own passive talent.
getTeamBuffs() - クラスのメソッド model.character.Columbina
Returns the permanent team buffs provided by Columbina.
getTeamBuffs() - クラスのメソッド model.character.Flins
Returns the permanent team buffs provided by Flins.
getTeamBuffs() - クラスのメソッド model.character.Ineffa
Returns the permanent team buffs provided by Ineffa.
getTeamBuffs() - クラスのメソッド model.entity.Character
Returns the list of team-wide buffs that this character provides to the party.
getTeamBuffs() - クラスのメソッド simulation.CombatSimulator
Convenience method returning all buffs applicable to the currently active character.
getTeamBuffs(Character) - クラスのメソッド model.entity.Weapon
Returns team-wide buffs provided by this weapon's passive to all party members.
getTeamBuffs(Character) - クラスのメソッド model.weapon.WanderingEvenstar
 
getTotalAtk() - クラスのメソッド model.stats.StatsContainer
Computes and returns the final ATK value using the standard Genshin formula: BASE_ATK * (1 + ATK_PERCENT) + ATK_FLAT.
getTotalDamage() - クラスのメソッド simulation.CombatSimulator
Returns the cumulative damage dealt across all characters and reactions.
getTotalDef() - クラスのメソッド model.stats.StatsContainer
Computes and returns the final DEF value: BASE_DEF * (1 + DEF_PERCENT) + DEF_FLAT.
getTotalEnergyGained() - クラスのメソッド model.entity.Character
Returns the cumulative total energy credited to the gauge across all windows (post-ER for particle energy, direct for flat energy).
getTotalFlatEnergy() - クラスのメソッド model.entity.Character
Returns the cumulative flat energy received across all windows.
getTotalHp() - クラスのメソッド model.stats.StatsContainer
Computes and returns the final HP value: BASE_HP * (1 + HP_PERCENT) + HP_FLAT.
getTotalParticleEnergy() - クラスのメソッド model.entity.Character
Returns the cumulative pre-ER particle energy received across all windows.
getTransformDamage() - クラスのメソッド mechanics.reaction.ReactionResult
 
getType() - クラスのメソッド mechanics.reaction.ReactionResult
 
getValue(boolean) - 列挙クラスのメソッド mechanics.energy.ParticleType
Returns the base energy value for a character receiving this particle.
getWeapon() - クラスのメソッド model.entity.Character
Returns the currently equipped weapon.

H

hasBuff(String) - クラスのメソッド model.entity.Character
Returns true if at least one active buff with the given name exists.
HEALING_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Outgoing healing bonus%.
HP_FLAT - 列挙クラスの列挙型定数 model.type.StatType
Flat HP bonus added after percent scaling.
HP_FLAT - クラスのstatic変数 model.standards.KQMSConstants
Average flat HP substat value per roll.
HP_PERCENT - 列挙クラスの列挙型定数 model.type.StatType
Additive HP percent bonus (e.g. from HP% sands).
HP_PERCENT - クラスのstatic変数 model.standards.KQMSConstants
Average HP% substat value per roll (4.96 %).
HtmlReportGenerator - visualizationのクラス
Generates an interactive HTML simulation report containing DPS metrics, damage charts (pie and line), character stat snapshots over time, artifact substat allocations, and a detailed combat timeline.
HtmlReportGenerator() - クラスのコンストラクタ visualization.HtmlReportGenerator
 
HYDRO - 列挙クラスの列挙型定数 model.type.Element
Hydro element; maps to StatType.HYDRO_DMG_BONUS.
HYDRO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Hydro DMG Bonus%, also the resistance map key for Hydro RES.
HYDRO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Hydro-specific RES Shred%.

I

ICDManager - mechanics.elementのクラス
Tracks Internal Cooldown (ICD) state per character per skill group to determine whether an elemental hit actually applies an element to the enemy.
ICDManager() - クラスのコンストラクタ mechanics.element.ICDManager
 
ICDTag - model.typeの列挙クラス
Labels the ICD group that an elemental application belongs to.
ICDType - model.typeの列挙クラス
Defines the Internal Cooldown (ICD) behaviour for an elemental application.
Ineffa - model.characterのクラス
Custom "Lunar" Electro character implementation.
Ineffa(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Ineffa
Constructs Ineffa with the given weapon and artifact set.
interval - クラスの変数 simulation.event.SimpleTimerEvent
The fixed interval in seconds between successive ticks.
isBurstActive(double) - クラスのメソッド model.character.Bennett
 
isBurstActive(double) - クラスのメソッド model.character.Flins
Returns false; Flins has no persistent burst state tracked by the base class.
isBurstActive(double) - クラスのメソッド model.character.Ineffa
Returns false; Ineffa's burst is instant / summon-based with no persistent active state.
isBurstActive(double) - クラスのメソッド model.character.RaidenShogun
 
isBurstActive(double) - クラスのメソッド model.character.Sucrose
Returns true while the burst field is active.
isBurstActive(double) - クラスのメソッド model.character.Xiangling
 
isBurstActive(double) - クラスのメソッド model.character.Xingqiu
 
isBurstActive(double) - クラスのメソッド model.entity.Character
Returns true if the character's burst is currently in an active state (providing on-field buffs or dealing DoT damage).
isCountsAsBurstDmg() - クラスのメソッド simulation.action.AttackAction
Returns whether this action is classified as Burst damage for bonus interactions.
isCountsAsSkillDmg() - クラスのメソッド simulation.action.AttackAction
Returns whether this action is classified as Skill damage for bonus interactions.
isExpired(double) - クラスのメソッド mechanics.buff.Buff
Returns true if this buff has expired at the given simulation time.
isFinished(double) - クラスのメソッド simulation.event.PeriodicDamageEvent
Returns true when the current simulation time has reached or passed the end of this event's duration (startTime + duration).
isFinished(double) - クラスのメソッド simulation.event.SimpleTimerEvent
Returns true once SimpleTimerEvent.finish() has been called.
isFinished(double) - インタフェースのメソッド simulation.event.TimerEvent
Returns whether this event has completed and should be removed from the queue.
isLoggingEnabled() - クラスのメソッド simulation.CombatSimulator
Returns whether console logging is currently enabled.
isLunarCharacter() - クラスのメソッド model.character.Columbina
Returns true; Columbina is a Lunar character and benefits from Lunar synergy buffs and the LUNAR_MULTIPLIER final multiplier.
isLunarCharacter() - クラスのメソッド model.character.Flins
Returns true; Flins is a Lunar character and benefits from Lunar synergy buffs.
isLunarCharacter() - クラスのメソッド model.character.Ineffa
Returns true; Ineffa is a Lunar character and benefits from Lunar synergy buffs.
isLunarCharacter() - クラスのメソッド model.entity.Character
Returns true if this character is a Lunar character.
isLunarConsidered() - クラスのメソッド simulation.action.AttackAction
Returns whether this action is considered part of the Lunar damage system.
isThundercloudActive() - クラスのメソッド simulation.CombatSimulator
Returns whether the Thundercloud state (Lunar-Charged extension) is currently active.
isThunderousSymphonyActive(double) - クラスのメソッド model.character.Flins
Returns whether Thunderous Symphony state is currently active and updates the cached thunderousSymphonyActive flag.
isUseSnapshot() - クラスのメソッド simulation.action.AttackAction
Returns whether this action uses snapshotted stats from cast time.
IterativeSimulator - mechanics.optimizationのクラス
Provides two independent iterative optimization loops: IterativeSimulator.optimizeER(java.util.function.Function<java.util.Map<java.lang.String, java.lang.Double>, simulation.CombatSimulator>, java.util.function.Consumer<simulation.CombatSimulator>, int) – converges on the minimum Energy Recharge needed for each character to burst on rotation.
IterativeSimulator() - クラスのコンストラクタ mechanics.optimization.IterativeSimulator
 

K

KQMSConstants - model.standardsのクラス
KQM Standards (KQMS) constants used as the baseline assumptions for all benchmark simulations and artifact optimizations.
KQMSConstants() - クラスのコンストラクタ model.standards.KQMSConstants
 

L

lastBurstTime - クラスの変数 model.entity.Character
 
lastSkillTime - クラスの変数 model.entity.Character
 
LIQUID_ROLLS - クラスのstatic変数 model.standards.KQMSConstants
Number of "liquid" (freely allocated) substat rolls available for optimization across all five artifact pieces.
loadAllFromDirectory(String) - クラスのメソッド mechanics.data.TalentDataManager
 
loadData(String) - クラスのメソッド mechanics.data.TalentDataManager
 
loadProfiles(String) - クラスのstaticメソッド mechanics.optimization.ProfileLoader
Loads all ProfileLoader.ActionProfiles defined for charName.
log(double, String, String, double, String, double, Map<Element, Double>) - クラスのメソッド visualization.VisualLogger
 
log(double, String, String, double, String, double, Map<Element, Double>, String) - クラスのメソッド visualization.VisualLogger
 
LUNAR_BASE_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Additive base damage bonus used by Ineffa and Flins (applied before DMG%).
LUNAR_BLOOM_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus for the Lunar Bloom reaction variant.
LUNAR_CHARGED_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus for Lunar Charged attacks.
LUNAR_CRYSTALLIZE_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus for the Lunar Crystallize reaction variant.
LUNAR_MOONSIGN_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Ascendant Blessing team bonus granted by Moonsign mechanics.
LUNAR_MULTIPLIER - 列挙クラスの列挙型定数 model.type.StatType
Independent final damage multiplier used by Columbina's passive.
LUNAR_REACTION_DMG_BONUS_ALL - 列挙クラスの列挙型定数 model.type.StatType
Generic Lunar reaction DMG bonus applied by Columbina's Burst.
LUNAR_UNIQUE_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Unique damage bonus exclusive to Flins.

M

mainStatCirclet - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Main stat for the Circlet piece (e.g.
mainStatGoblet - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Main stat for the Goblet piece (e.g.
mainStatSands - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Main stat for the Sands piece (e.g.
manualRolls - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Optional manual roll targets per stat type.
markBurstUsed(double) - クラスのメソッド model.entity.Character
Records that the elemental burst was used at currentTime.
markSkillUsed(double) - クラスのメソッド model.entity.Character
Records that the elemental skill was used at currentTime.
mechanics.analysis - パッケージ mechanics.analysis
 
mechanics.buff - パッケージ mechanics.buff
 
mechanics.data - パッケージ mechanics.data
 
mechanics.element - パッケージ mechanics.element
 
mechanics.energy - パッケージ mechanics.energy
 
mechanics.formula - パッケージ mechanics.formula
 
mechanics.optimization - パッケージ mechanics.optimization
 
mechanics.reaction - パッケージ mechanics.reaction
 
mechanics.rl - パッケージ mechanics.rl
 
merge(StatsContainer) - クラスのメソッド model.stats.StatsContainer
Creates and returns a new StatsContainer whose values are the element-wise sum of this container and other.
minER - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Minimum total Energy Recharge required (e.g.
model.artifact - パッケージ model.artifact
 
model.character - パッケージ model.character
 
model.entity - パッケージ model.entity
 
model.standards - パッケージ model.standards
 
model.stats - パッケージ model.stats
 
model.type - パッケージ model.type
 
model.weapon - パッケージ model.weapon
 

N

name - クラスの変数 mechanics.buff.Buff
 
name - クラスの変数 mechanics.optimization.ProfileLoader.ActionProfile
Human-readable name of this profile (e.g.
name - クラスの変数 model.entity.Character
 
NASCENT_GLEAM - 列挙クラスの列挙型定数 simulation.CombatSimulator.Moonsign
 
nextTickTime - クラスの変数 simulation.event.SimpleTimerEvent
The simulation time at which the next tick will fire.
NightOfTheSkysUnveiling - model.artifactのクラス
 
NightOfTheSkysUnveiling() - クラスのコンストラクタ model.artifact.NightOfTheSkysUnveiling
 
NightOfTheSkysUnveiling(StatsContainer) - クラスのコンストラクタ model.artifact.NightOfTheSkysUnveiling
 
NoblesseOblige - model.artifactのクラス
 
NoblesseOblige(StatsContainer) - クラスのコンストラクタ model.artifact.NoblesseOblige
 
none() - クラスのstaticメソッド mechanics.reaction.ReactionResult
 
None - 列挙クラスの列挙型定数 model.type.ICDTag
No tag.
None - 列挙クラスの列挙型定数 model.type.ICDType
Every hit applies the element; no cooldown restriction.
NONE - 列挙クラスの列挙型定数 mechanics.reaction.ReactionResult.Type
 
NONE - 列挙クラスの列挙型定数 simulation.CombatSimulator.Moonsign
 
NORMAL - 列挙クラスの列挙型定数 model.type.ActionType
Normal Attack (left-click chain).
NORMAL_ATTACK_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies to Normal Attack hits.
NormalAttack - 列挙クラスの列挙型定数 model.type.ICDTag
ICD group for Normal Attack hits.
notifyParticle(Element, double) - クラスのメソッド simulation.CombatSimulator
Notifies all registered ParticleListeners that particles have been generated.
notifyReaction(ReactionResult, Character) - クラスのメソッド simulation.CombatSimulator
Notifies all registered CombatSimulator.ReactionListeners and all artifact onReaction callbacks for every party member when a reaction has been triggered.

O

onAction(String, AttackAction, double) - インタフェースのメソッド simulation.ActionListener
Invoked after a character performs an AttackAction and before simulation time is advanced for that action's animation duration.
onAction(String, CombatSimulator) - クラスのメソッド model.character.Bennett
 
onAction(String, CombatSimulator) - クラスのメソッド model.character.Columbina
Handles action keys dispatched by the combat simulator.
onAction(String, CombatSimulator) - クラスのメソッド model.character.Flins
Handles action keys dispatched by the combat simulator.
onAction(String, CombatSimulator) - クラスのメソッド model.character.Ineffa
Handles action keys dispatched by the combat simulator.
onAction(String, CombatSimulator) - クラスのメソッド model.character.RaidenShogun
 
onAction(String, CombatSimulator) - クラスのメソッド model.character.Sucrose
Handles action keys dispatched by the combat simulator.
onAction(String, CombatSimulator) - クラスのメソッド model.character.Xiangling
 
onAction(String, CombatSimulator) - クラスのメソッド model.character.Xingqiu
 
onAction(String, CombatSimulator) - クラスのメソッド model.entity.Character
Called by the simulator when a named action (e.g.
onAction(Character, String, CombatSimulator) - クラスのメソッド model.entity.Weapon
Called by the simulator when the equipped character executes a named action (e.g.
onAction(Character, String, CombatSimulator) - クラスのメソッド model.weapon.AmenomaKageuchi
 
onAction(Character, String, CombatSimulator) - クラスのメソッド model.weapon.SkywardBlade
 
onBurst(CombatSimulator) - クラスのメソッド model.artifact.NoblesseOblige
 
onBurst(CombatSimulator) - クラスのメソッド model.entity.ArtifactSet
Called by the simulator when the equipped character uses their elemental burst.
onDamage(Character, AttackAction, double, CombatSimulator) - クラスのメソッド model.entity.Weapon
Called by the simulator when the equipped character deals damage.
onDamage(Character, AttackAction, double, CombatSimulator) - クラスのメソッド model.weapon.FavoniusCodex
 
onDamage(Character, AttackAction, double, CombatSimulator) - クラスのメソッド model.weapon.SkywardSpine
 
onDamage(Character, AttackAction, double, CombatSimulator) - クラスのメソッド model.weapon.WolfFang
 
onDamage(CombatSimulator, AttackAction, double, Character) - クラスのメソッド model.artifact.SilkenMoonsSerenade
 
onDamage(CombatSimulator, AttackAction, double, Character) - クラスのメソッド model.entity.ArtifactSet
Called by the simulator after the equipped character deals a damage instance.
onParticle(Element, double, double) - インタフェースのメソッド simulation.ParticleListener
Invoked when elemental particles are generated during the simulation.
onReaction(ReactionResult, Character, double, CombatSimulator) - クラスのメソッド model.character.Columbina
Handles reaction events to accumulate Gravity and Dew stacks.
onReaction(ReactionResult, Character, double, CombatSimulator) - インタフェースのメソッド simulation.CombatSimulator.ReactionListener
Invoked when an elemental reaction occurs.
onReaction(CombatSimulator, ReactionResult, Character, Character) - クラスのメソッド model.artifact.NightOfTheSkysUnveiling
 
onReaction(CombatSimulator, ReactionResult, Character, Character) - クラスのメソッド model.artifact.ViridescentVenerer
 
onReaction(CombatSimulator, ReactionResult, Character, Character) - クラスのメソッド model.entity.ArtifactSet
Called by the simulator when an elemental reaction is triggered on or by the equipped character.
onSwitchIn(CombatSimulator, Character) - クラスのメソッド model.artifact.AubadeOfMorningstarAndMoon
 
onSwitchIn(CombatSimulator, Character) - クラスのメソッド model.entity.ArtifactSet
Called by the simulator when the equipped character switches onto the field.
onSwitchOut(CombatSimulator) - クラスのメソッド model.character.RaidenShogun
 
onSwitchOut(CombatSimulator) - クラスのメソッド model.entity.Character
Called by the simulator when this character is swapped off-field.
onSwitchOut(CombatSimulator, Character) - クラスのメソッド model.artifact.AubadeOfMorningstarAndMoon
 
onSwitchOut(CombatSimulator, Character) - クラスのメソッド model.entity.ArtifactSet
Called by the simulator when the equipped character switches off the field.
onTick(CombatSimulator) - クラスのメソッド simulation.event.SimpleTimerEvent
Subclass hook called on every tick.
OptimizationConfig() - クラスのコンストラクタ mechanics.optimization.ArtifactOptimizer.OptimizationConfig
 
OptimizationResult(StatsContainer, Map<StatType, Integer>) - クラスのコンストラクタ mechanics.optimization.ArtifactOptimizer.OptimizationResult
 
optimizeER(Function<Map<String, Double>, CombatSimulator>, Consumer<CombatSimulator>, int) - クラスのstaticメソッド mechanics.optimization.IterativeSimulator
Runs an iterative simulation to converge on Energy Recharge requirements.
optimizeJointPartyCrit(Function<Map<String, Map<StatType, Integer>>, CombatSimulator>, Consumer<CombatSimulator>, Map<String, List<StatType>>, Map<String, Integer>) - クラスのstaticメソッド mechanics.optimization.IterativeSimulator
Optimizes DPS substat distribution for multiple characters simultaneously.
OptimizerPipeline - mechanics.optimizationのクラス
Orchestrates the two-phase artifact optimization pipeline.
OptimizerPipeline() - クラスのコンストラクタ mechanics.optimization.OptimizerPipeline
 
optimizeSubstatsNDim(Function<Map<StatType, Integer>, CombatSimulator>, Consumer<CombatSimulator>, String, List<StatType>, int) - クラスのstaticメソッド mechanics.optimization.IterativeSimulator
Finds the optimal liquid roll distribution for a single character using balanced initialization followed by single-roll hill-climbing swaps.
ORB - 列挙クラスの列挙型定数 mechanics.energy.ParticleType
A larger elemental orb drop (e.g. from boss kills).
order - クラスの変数 mechanics.optimization.RotationSearcher.RotationPlan
Ordered list of character names defining the macro rotation sequence.
originalOut - クラスのstatic変数 mechanics.rl.RLServer
 
OTHER - 列挙クラスの列挙型定数 model.type.ActionType
Catch-all for actions that do not fit the above categories.

P

PARTICLE - 列挙クラスの列挙型定数 mechanics.energy.ParticleType
A standard elemental particle drop (e.g. from skill hits).
ParticleListener - simulationのインタフェース
Observer interface for monitoring elemental particle generation events.
ParticleType - mechanics.energyの列挙クラス
Represents the two sizes of elemental energy pickup in Genshin Impact.
Party - simulationのクラス
Represents the active four-character party in a simulation run.
Party() - クラスのコンストラクタ simulation.Party
 
partyRolls - クラスの変数 mechanics.optimization.TotalOptimizationResult
Final merged liquid roll allocation per character name.
performAction(String, String) - クラスのメソッド simulation.CombatSimulator
Triggers a named ability action (e.g.
performAction(String, AttackAction) - クラスのメソッド simulation.CombatSimulator
Executes an AttackAction for the named character, then advances simulation time by the action's (ATK-SPD-adjusted) animation duration.
performActionWithoutTimeAdvance(String, AttackAction) - クラスのメソッド simulation.CombatSimulator
Resolves all damage and elemental effects of an AttackAction without advancing simulation time.
PeriodicDamageEvent - simulation.eventのクラス
A TimerEvent that fires a repeating AttackAction at a fixed interval for a defined duration, optionally running an additional callback on each tick.
PeriodicDamageEvent(String, AttackAction, double, double, double) - クラスのコンストラクタ simulation.event.PeriodicDamageEvent
Constructs a periodic damage event without an additional callback.
PeriodicDamageEvent(String, AttackAction, double, double, double, Consumer<CombatSimulator>) - クラスのコンストラクタ simulation.event.PeriodicDamageEvent
Constructs a periodic damage event with an additional per-tick callback.
PHYS_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Physical-specific RES Shred%.
PHYSICAL - 列挙クラスの列挙型定数 model.type.Element
Physical damage type; maps to StatType.PHYSICAL_DMG_BONUS.
PHYSICAL_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Physical DMG Bonus%, also the resistance map key for Physical RES.
PLUNGE - 列挙クラスの列挙型定数 model.type.ActionType
Plunge Attack (falling aerial attack).
PlungeAttack - 列挙クラスの列挙型定数 model.type.ICDTag
ICD group for Plunge Attack hits.
printReport() - クラスのメソッド simulation.CombatSimulator
Prints a formatted DPS breakdown table to standard output, showing each character's total damage, share percentage, and individual DPS over the rotation time.
ProfileLoader - mechanics.optimizationのクラス
Loads named action profiles for a character from a plain-text profile file.
ProfileLoader() - クラスのコンストラクタ mechanics.optimization.ProfileLoader
 
ProfileLoader.ActionProfile - mechanics.optimizationのクラス
A named sequence of action commands for one character.
profiles - クラスの変数 mechanics.optimization.RotationSearcher.RotationPlan
The action profile selected for each character in this plan.
ProspectorShovel - model.weaponのクラス
 
ProspectorShovel() - クラスのコンストラクタ model.weapon.ProspectorShovel
 
PYRO - 列挙クラスの列挙型定数 model.type.Element
Pyro element; maps to StatType.PYRO_DMG_BONUS.
PYRO_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
Pyro DMG Bonus%, also the resistance map key for Pyro RES.
PYRO_RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Pyro-specific RES Shred%.

R

Raiden_MusouIsshin - 列挙クラスの列挙型定数 model.type.ICDTag
Raiden Shogun's Musou Isshin Normal Attack hits during Burst state.
RaidenShogun - model.characterのクラス
 
RaidenShogun(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.RaidenShogun
 
ReactionCalculator - mechanics.reactionのクラス
Computes elemental reactions triggered when a new element interacts with an existing elemental aura on an enemy.
ReactionCalculator() - クラスのコンストラクタ mechanics.reaction.ReactionCalculator
 
reactionDamage - クラスの変数 visualization.SimulationRecord
 
ReactionResult - mechanics.reactionのクラス
 
ReactionResult(ReactionResult.Type, double, double, String) - クラスのコンストラクタ mechanics.reaction.ReactionResult
 
ReactionResult.Type - mechanics.reactionの列挙クラス
 
reactionType - クラスの変数 visualization.SimulationRecord
 
receiveEnergy(double) - クラスのメソッド model.entity.Character
Adds the given final energy amount to this character's energy gauge, capped at Character.getEnergyCost(), and accumulates it in the total energy-gained counter.
receiveFlatEnergy(double) - クラスのメソッド model.entity.Character
Receives a flat energy amount that bypasses ER scaling (e.g. from certain talent or passive mechanics).
receiveParticleEnergy(double, double) - クラスのメソッド model.entity.Character
Receives energy from elemental particles or orbs.
recordDamage(String, double) - クラスのメソッド simulation.CombatSimulator
Accumulates damage into the per-character damage report and overall total.
reduceAura(Element, double) - クラスのメソッド model.entity.Enemy
Reduces the gauge of the given element by decay units.
registerEvent(TimerEvent) - クラスのメソッド simulation.CombatSimulator
Registers a TimerEvent in the priority queue.
removeBuff(String) - クラスのメソッド model.entity.Character
Removes all buffs with the given name from the active buff list.
RES_SHRED - 列挙クラスの列挙型定数 model.type.StatType
Generic RES Shred% applied to the enemy's current element resistance.
resetEnergyStats() - クラスのメソッド model.entity.Character
Resets all energy counters and windows to their initial state.
ResonanceManager - mechanics.elementのクラス
Detects the party's elemental composition and applies the appropriate elemental resonance team buff to the simulator.
ResonanceManager() - クラスのコンストラクタ mechanics.element.ResonanceManager
 
RLServer - mechanics.rlのクラス
 
RLServer(int, Supplier<CombatSimulator>) - クラスのコンストラクタ mechanics.rl.RLServer
 
rolls - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationResult
Number of liquid rolls spent on each stat type in this result.
RotationPlan(List<String>, Map<String, ProfileLoader.ActionProfile>, double) - クラスのコンストラクタ mechanics.optimization.RotationSearcher.RotationPlan
 
RotationSearcher - mechanics.optimizationのクラス
Finds the highest-damage rotation by exhaustively evaluating all combinations of character order permutations and named action profiles.
RotationSearcher() - クラスのコンストラクタ mechanics.optimization.RotationSearcher
 
RotationSearcher.RotationPlan - mechanics.optimizationのクラス
The result of a single rotation evaluation: the character cast order, the action profile chosen for each character, and the total damage dealt.
run(BiFunction<Map<String, Double>, Map<String, Map<StatType, Integer>>, CombatSimulator>, Consumer<CombatSimulator>, Map<String, List<StatType>>) - クラスのstaticメソッド mechanics.optimization.OptimizerPipeline
Runs the full optimization pipeline: Phase 1 – ER calibration via iterative rotation simulation. Phase 2 – DPS hill-climbing with ER rolls pre-reserved per character.

S

SacrificialSword - model.weaponのクラス
 
SacrificialSword() - クラスのコンストラクタ model.weapon.SacrificialSword
 
scheduleKQMSEnemyParticles(CombatSimulator) - クラスのstaticメソッド mechanics.energy.EnergyManager
Schedules the standard KQM enemy particle drops as a TimerEvent on the simulator.
set(StatType, double) - クラスのメソッド model.stats.StatsContainer
Overwrites the stored value for type with value, regardless of any previously accumulated value.
setActiveCharacter(String) - クラスのメソッド simulation.CombatSimulator
Immediately sets the active character without triggering swap callbacks, cooldowns, or time advancement.
setAnimationDuration(double) - クラスのメソッド simulation.action.AttackAction
Overrides the animation duration for this action.
setArtifactRolls(Map<StatType, Integer>) - クラスのメソッド model.entity.Character
Stores the artifact substat roll distribution used by the optimizer.
setArtifacts(ArtifactSet) - クラスのメソッド model.entity.Character
Equips a single artifact set, replacing any previously equipped artifacts.
setAura(Element, double) - クラスのメソッド model.entity.Enemy
Sets the elemental aura gauge for the given element to units.
setBurstCD(double) - クラスのメソッド model.entity.Character
Sets the elemental burst cooldown in seconds.
setCountsAsBurstDmg(boolean) - クラスのメソッド simulation.action.AttackAction
Marks this action as counting as Burst damage for weapon / artifact interactions that specifically trigger on Burst hits (e.g.
setCountsAsSkillDmg(boolean) - クラスのメソッド simulation.action.AttackAction
Marks this action as counting as Skill damage for weapon / artifact interactions that specifically trigger on Skill hits (e.g.
setDebugFormula(String) - クラスのメソッド simulation.action.AttackAction
Stores a human-readable formula string used in HTML report tooltips and debug logs.
setDefenseIgnore(double) - クラスのメソッド simulation.action.AttackAction
Sets the defense ignore fraction for this action (range 0.0–1.0).
setECTimerRunning(boolean) - クラスのメソッド simulation.CombatSimulator
Sets the EC timer running flag directly.
setEnemy(Enemy) - クラスのメソッド simulation.CombatSimulator
Sets the enemy that characters will attack during the simulation.
setICD(ICDType, ICDTag, double) - クラスのメソッド simulation.action.AttackAction
Sets the ICD parameters for elemental application tracking.
setLoggingEnabled(boolean) - クラスのメソッド simulation.CombatSimulator
Enables or disables per-action console logging ([T=x.x] lines).
setLunarConsidered(boolean) - クラスのメソッド simulation.action.AttackAction
Marks whether this action participates in the custom Lunar damage system.
setLunarReactionType(String) - クラスのメソッド simulation.action.AttackAction
Sets the Lunar reaction sub-type (e.g.
setMoonsign(CombatSimulator.Moonsign) - クラスのメソッド simulation.CombatSimulator
Directly sets the Moonsign state.
setRes(StatType, double) - クラスのメソッド model.entity.Enemy
Sets the resistance value for the given element type.
setSingleTarget(boolean) - クラスのメソッド model.weapon.Deathmatch
Set the battlefield context.
setSkillCD(double) - クラスのメソッド model.entity.Character
Sets the elemental skill cooldown in seconds.
setWeapon(Weapon) - クラスのメソッド model.entity.Character
Equips the given weapon on this character.
SilkenMoonsSerenade - model.artifactのクラス
 
SilkenMoonsSerenade() - クラスのコンストラクタ model.artifact.SilkenMoonsSerenade
 
SilkenMoonsSerenade(StatsContainer) - クラスのコンストラクタ model.artifact.SilkenMoonsSerenade
 
SimpleBuff - mechanics.buffのクラス
A concrete Buff implementation that delegates stat application to a Consumer<StatsContainer> lambda.
SimpleBuff(String, double, double, Consumer<StatsContainer>) - クラスのコンストラクタ mechanics.buff.SimpleBuff
Creates a time-limited buff whose effect is provided as a lambda.
SimpleTimerEvent - simulation.eventのクラス
Convenience base class for recurring TimerEvent implementations with a fixed interval.
SimpleTimerEvent(double, double) - クラスのコンストラクタ simulation.event.SimpleTimerEvent
Constructs a new recurring event.
simulation - パッケージ simulation
 
simulation.action - パッケージ simulation.action
 
simulation.event - パッケージ simulation.event
 
SimulationRecord - visualizationのクラス
 
SimulationRecord(double, String, String, double, String, double, Map<Element, Double>) - クラスのコンストラクタ visualization.SimulationRecord
 
SimulationRecord(double, String, String, double, String, double, Map<Element, Double>, String) - クラスのコンストラクタ visualization.SimulationRecord
 
SKILL - 列挙クラスの列挙型定数 model.type.ActionType
Elemental Skill (E key).
SKILL_CRIT_RATE - 列挙クラスの列挙型定数 model.type.StatType
Crit rate bonus that applies specifically to Elemental Skill hits.
SKILL_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies to Elemental Skill hits.
skillCD - クラスの変数 model.entity.Character
 
skillMaxCharges - クラスの変数 model.entity.Character
 
SkywardBlade - model.weaponのクラス
 
SkywardBlade() - クラスのコンストラクタ model.weapon.SkywardBlade
 
SkywardSpine - model.weaponのクラス
 
SkywardSpine() - クラスのコンストラクタ model.weapon.SkywardSpine
 
snapshotStats - クラスの変数 model.entity.Character
Stored snapshot stats captured at skill/burst cast time.
Special - 列挙クラスの列挙型定数 model.type.ICDType
Reserved for custom ICD rules not yet implemented.
Standard - 列挙クラスの列挙型定数 model.type.ICDType
Standard Genshin ICD rule: element is applied on the 1st hit of a group, then suppressed until either 2.5 seconds have elapsed or 3 hits in the same ICD group have been recorded, whichever comes first.
start() - クラスのメソッド mechanics.rl.RLServer
 
startRecording() - クラスのメソッド mechanics.analysis.StatsRecorder
Registers a periodic TimerEvent with the simulator that calls StatsRecorder.recordSnapshot(simulation.CombatSimulator) at each tick.
startTime - クラスの変数 mechanics.buff.Buff
 
stats - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationResult
The fully assembled artifact StatsContainer ready to be merged with character stats.
StatsContainer - model.statsのクラス
A container that holds numeric values for each StatType.
StatsContainer() - クラスのコンストラクタ model.stats.StatsContainer
 
StatsRecorder - mechanics.analysisのクラス
Periodically records effective character stats and active buff names during a simulation run, producing a series of StatsSnapshot objects.
StatsRecorder(CombatSimulator, double) - クラスのコンストラクタ mechanics.analysis.StatsRecorder
Creates a new recorder attached to the given simulator.
StatsSnapshot - mechanics.analysisのクラス
Immutable data record holding a complete snapshot of all party member stats and active buff names at a specific point in simulation time.
StatsSnapshot(double, Map<String, Map<StatType, Double>>, Map<String, List<String>>) - クラスのコンストラクタ mechanics.analysis.StatsSnapshot
Constructs a new snapshot.
StatType - model.typeの列挙クラス
Enumeration of every stat key used throughout the simulation.
subStatPriority - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
Ordered list of substats to invest in, highest priority first (e.g.
Sucrose - model.characterのクラス
Anemo Catalyst support character (Sucrose) implementation.
Sucrose(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Sucrose
Constructs Sucrose with the given weapon and artifact set.
SWIRL_DMG_BONUS - 列挙クラスの列挙型定数 model.type.StatType
DMG bonus that applies to Swirl damage instances.
switchCharacter(String) - クラスのメソッド simulation.CombatSimulator
Switches the active character to the named party member, enforcing a 1.0-second swap cooldown between consecutive swaps.
switchCharacter(String) - クラスのメソッド simulation.Party
Switches the active character to the party member with the given name.

T

TalentDataManager - mechanics.dataのクラス
 
TalentDataManager() - クラスのコンストラクタ mechanics.data.TalentDataManager
 
targetElement - クラスの変数 mechanics.buff.Buff
 
TheCatch - model.weaponのクラス
 
TheCatch() - クラスのコンストラクタ model.weapon.TheCatch
 
tick(CombatSimulator) - クラスのメソッド simulation.event.PeriodicDamageEvent
Executes the tick action via CombatSimulator.performActionWithoutTimeAdvance(String, AttackAction), then invokes the optional callback, and advances PeriodicDamageEvent.nextTickTime by the interval.
tick(CombatSimulator) - クラスのメソッド simulation.event.SimpleTimerEvent
Delegates to SimpleTimerEvent.onTick(simulation.CombatSimulator) and then advances SimpleTimerEvent.nextTickTime by SimpleTimerEvent.interval if the event has not been finished.
tick(CombatSimulator) - インタフェースのメソッド simulation.event.TimerEvent
Executes the event's logic at the current simulation time.
time - クラスの変数 mechanics.analysis.StatsSnapshot
Simulation time (in seconds) at which this snapshot was taken.
time - クラスの変数 visualization.SimulationRecord
 
TimerEvent - simulation.eventのインタフェース
Contract for all time-driven events managed by the CombatSimulator event queue.
toString() - クラスのメソッド mechanics.optimization.ProfileLoader.ActionProfile
 
toString() - クラスのメソッド mechanics.optimization.RotationSearcher.RotationPlan
 
totalDamage - クラスの変数 mechanics.optimization.RotationSearcher.RotationPlan
Total damage accumulated during the evaluation window.
totalEnergyGained - クラスの変数 model.entity.Character
 
totalFlatEnergyGained - クラスの変数 model.entity.Character
 
TotalOptimizationResult - mechanics.optimizationのクラス
Holds the complete results of the OptimizerPipeline after both Phase 1 (ER calibration) and Phase 2 (DPS hill-climbing) have finished.
TotalOptimizationResult(Map<String, Double>, Map<String, Map<StatType, Integer>>) - クラスのコンストラクタ mechanics.optimization.TotalOptimizationResult
 
totalParticleEnergyGained - クラスの変数 model.entity.Character
Cumulative particle energy received pre-ER scaling, post-field-penalty.
transform(double, String) - クラスのstaticメソッド mechanics.reaction.ReactionResult
 
TRANSFORMATIVE - 列挙クラスの列挙型定数 mechanics.reaction.ReactionResult.Type
 

U

updateGleamingMoonSynergy() - クラスのメソッド simulation.CombatSimulator
Recalculates and reapplies the Gleaming Moon Synergy buff based on the current presence of "Gleaming Moon: Intent" and "Gleaming Moon: Devotion" buffs on any party member.
updateMoonsign() - クラスのメソッド simulation.CombatSimulator
Recomputes the CombatSimulator.Moonsign state from the current party composition and updates it accordingly.
useCritRatio - クラスの変数 mechanics.optimization.ArtifactOptimizer.OptimizationConfig
If true, liquid rolls maintain a 1:2 CR:CD ratio before dumping.

V

valueOf(String) - 列挙クラスのstaticメソッド mechanics.energy.ParticleType
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド mechanics.reaction.ReactionResult.Type
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド model.type.ActionType
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド model.type.Element
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド model.type.ICDTag
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド model.type.ICDType
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド model.type.StatType
このクラスの列挙型定数を指定した名前で返します。
valueOf(String) - 列挙クラスのstaticメソッド simulation.CombatSimulator.Moonsign
このクラスの列挙型定数を指定した名前で返します。
values() - 列挙クラスのstaticメソッド mechanics.energy.ParticleType
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド mechanics.reaction.ReactionResult.Type
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド model.type.ActionType
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド model.type.Element
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド model.type.ICDTag
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド model.type.ICDType
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド model.type.StatType
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
values() - 列挙クラスのstaticメソッド simulation.CombatSimulator.Moonsign
この列挙クラスの定数を含む配列を宣言されている順序で 返します。
verbose - クラスのstatic変数 mechanics.rl.RLServer
 
ViridescentVenerer - model.artifactのクラス
 
ViridescentVenerer() - クラスのコンストラクタ model.artifact.ViridescentVenerer
 
ViridescentVenerer(StatsContainer) - クラスのコンストラクタ model.artifact.ViridescentVenerer
 
visualization - パッケージ visualization
 
VisualLogger - visualizationのクラス
 

W

WanderingEvenstar - model.weaponのクラス
 
WanderingEvenstar() - クラスのコンストラクタ model.weapon.WanderingEvenstar
 
weapon - クラスの変数 model.entity.Character
 
Weapon - model.entityのクラス
Represents a weapon that can be equipped on a Character.
Weapon(String, StatsContainer) - クラスのコンストラクタ model.entity.Weapon
Constructs a weapon with the given name and flat stat container.
WolfFang - model.weaponのクラス
 
WolfFang() - クラスのコンストラクタ model.weapon.WolfFang
 

X

Xiangling - model.characterのクラス
 
Xiangling(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Xiangling
 
Xiangling_Pyronado - 列挙クラスの列挙型定数 model.type.ICDTag
Xiangling's Pyronado spin hits (separate from her Skill ICD).
Xingqiu - model.characterのクラス
 
Xingqiu(Weapon, ArtifactSet) - クラスのコンストラクタ model.character.Xingqiu
 
Xingqiu_Orbital - 列挙クラスの列挙型定数 model.type.ICDTag
Xingqiu's Rain Sword orbital shield hits.
Xingqiu_Raincutter - 列挙クラスの列挙型定数 model.type.ICDTag
Xingqiu's Rain Sword sword-rain hits during Normal Attacks.
A B C D E F G H I K L M N O P R S T U V W X 
すべてのクラスおよびインタフェース|すべてのパッケージ|定数フィールド値