Enums Reference

28 enum types totalling 420 values extracted from the IL2CPP runtime. Game enums are simple integers — every enum field carries a raw numeric value AND a companion _name string. Full maps available in enums.json.

28 types 420 values IL2CPP integers v1.1.79

GradeType (Rarity)

8 values

The GradeType enum defines item and entity rarity tiers across the entire game. Used by memory cards, ships, admirals, equipment, and gemstones.

0 Common 1 Uncommon 2 Rare 3 Epic 4 Legendary 5 Mythic 6 Exotic 7 System
IDNameColorUsage
0CommonGrayBase-tier items, starter equipment
1UncommonGreenEarly upgrades, common drops
2RareBlueMid-tier equipment and cards
3EpicPurpleHigh-tier gear, strong admiral skills
4LegendaryAmberEnd-game equipment, rare pulls
5MythicRedTop-tier items, late-game progression
6ExoticCyanHighest player-obtainable rarity
7SystemGrayInternal / system-reserved entries

PropertyType

132+ values

The universal effect/stat enum. Every buff, debuff, passive effect, and stat modifier in the game references a PropertyType integer. This is by far the largest and most important enum in the codebase.

Note

PropertyType uses simple integers (0, 1, 2…) in IL2CPP, not the large encoded values seen in raw memory scanning. The ranges below show how values are organized by functional category.

RangeCategoryExamples
0–15 Core stats Atk_Abs_Bonus, Hp_Pct_Bonus, CriticalPct_Bonus
16–36 Damage & utility Damage multipliers, speed, defense penetration
42–63 Advanced combat Chain damage, splash, lifesteal, shield effects
101–206 Per-drone type Drone-specific ATK/HP/DEF bonuses by ship class
301–353 Advanced / Gemstone Gemstone slot effects, set bonuses, awakening stats
401–502 Hold effects / Super crit Memory card hold effects, super crit multipliers
601–664 World Boss / Weapon type Weapon-type damage bonuses, world boss modifiers
701–806 Damage cap / Medals Damage ceiling modifiers, medal-based stats
1001–1010 Special functions System-level triggers, special ability flags
9001–9002 Sentinels Sentinel boundary markers (internal use)

AttackDamageType

15 values

Categorizes every source of damage in the combat system. Each attack, skill, and proc references an AttackDamageType to determine how damage is calculated and displayed.

IDNameGroup
0NoneSystem
1NormalPhysical
2SkillPhysical
3CriticalPhysical
4SuperCriticalPhysical
5DotOver Time
6CounterReactive
7ReflectReactive
8SplashAoE
9ChainAoE
10ExecuteSpecial
11TrueSpecial
12FixedSpecial
13BonusSpecial
14PassivePassive

ShipMainType

12 values

Classifies every ship entity by its primary role. Referenced by GeneralShipTable to determine ship behavior, UI grouping, and stat scaling.

IDName
0None
1Mothership
2Drone
3Escort
4Fighter
5Bomber
6Support
7Enemy
8Boss
9MiniBoss
10Summon
11Object

SkillType

6 values

Defines the activation category for every skill in the game. Used by GeneralSkillTable to control how skills trigger and stack.

IDNameDescription
0NormalStandard auto-attack abilities
1ActiveManually or timer-triggered skills
2PassiveAlways-on stat modifiers
3UniqueShip- or admiral-specific abilities
4MemorySkills granted by memory card equip effects
5EnchantCardSkills granted by enchantment cards

SkillConditionType

10 values

Controls when a skill activates during combat. Each skill has a condition type that ties it to a specific phase of the battle loop.

IDNameTrigger
0AlwaysActive at all times (passive aura)
1StartStageFires once when a new stage begins
2AttackReadyFires when the attack cooldown completes
3AttackStartFires at the start of an attack action
4AttackEndFires after an attack action finishes
5DamageStartFires before damage is applied to a target
6DamageEndFires after damage is resolved
7StartEventFires when a game event begins
8KnockedFires when the unit is knocked / stunned
9NormalHitedFires when hit by a normal attack
Typo preserved

NormalHited is the actual name in the IL2CPP binary — the misspelling of "Hitted" / "Hit" is preserved from the original source code, similar to GetMemoryCardSettingTalbes().

Implementation Notes

Enum Field Pattern

In the IL2CPP runtime, every enum field is stored as a simple integer. However, the game also maintains a companion _name string field alongside each enum value. This dual storage pattern means extraction scripts can capture both the numeric ID and the human-readable name for every enum instance.

// Typical struct layout in IL2CPP
int    gradeType;        // 0x10  (numeric enum value)
string gradeType_name;   // 0x18  (companion string)

Data Source

All 28 enum types and 420 values are extracted via Frida from the live IL2CPP runtime and stored in enums.json. The extraction iterates each enum's backing Dictionary in TableDataManager and reads both the integer key and the resolved name string.