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Glossary

Use this glossary when a Cowculator term has a specific meaning in battle or in the returned battle log.

battle
One complete matchup calculated by Cowculator, from preparation through the final outcome.
battle log
The chronological battle_event_logs portion of a battle result. It contains preparation records, a turn-by-turn breakdown, and the final outcome.
battle result
The complete response returned after Cowculator calculates a battle. It includes the summary, winner, and battle log.
action
One effect inside a skill, such as an attack, heal, status application, or status removal. Actions run in their configured order.
active skill
A skill selected from a fighter's skill rotation during a normal turn.
actor
The fighter associated with a turn. A skip_turn effect can consume the actor's global battle turn without giving that fighter a normal turn.
battle turn
The global counter for consumed turns. It advances for normal turns and for turns consumed by skip_turn.
calculated damage
The whole-number result of the damage formula before shields and remaining health limit how much damage reaches health.
damage over time (DOT)
A debuff that damages its target near the start of each normal turn. DOT bypasses shields.
default skill
A required, zero-cost fallback used when the next active skill is not affordable.
effective stat
A fighter stat after active stat buffs and debuffs are applied.
fighter turn
The acting fighter's personal turn counter. Unlike the battle-turn counter, it does not advance when skip_turn consumes only a global turn.
knockout
The event that occurs when a fighter reaches 0 health. A knocked-out fighter cannot gain or lose resources or statuses. A knockout can stop further action or turn processing and can end the battle.
defeat
The loss of a battle. A fighter can be defeated by a knockout or by the result decided when the battle reaches its turn limit.
passive skill
A skill whose effects run automatically for a configured trigger instead of being selected from the skill rotation.
passive trigger
A timing rule inside a passive skill that runs ordered actions. It is owned by the fighter with that skill and is separate from ordinary statuses.
trigger actor
The turn owner that activates a turn_start passive trigger. self, enemy, and all are relative to the passive skill owner, independently of action targets.
skill rotation
The repeating cycle of active skills configured before battle. Cowculator selects them in array order and loops back to the first skill after reaching the end.
runtime status instance
One applied copy of a status, with its own ID and remaining duration. Each accepted stack creates a separate instance. Its ID combines the normalized status name and its application timestamp.
shield
Temporary protection that absorbs direct damage before health. DOT bypasses shields.
turn meter
A value that builds from effective speed and determines when a fighter is ready to act.

For the mechanics behind these terms, see Battle mechanics.

Looking for exact fields?

Use the OpenAPI reference for complete request and response schemas, defaults, and validation rules.