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.
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.
| ID | Name | Color | Usage |
|---|---|---|---|
0 | Common | Gray | Base-tier items, starter equipment |
1 | Uncommon | Green | Early upgrades, common drops |
2 | Rare | Blue | Mid-tier equipment and cards |
3 | Epic | Purple | High-tier gear, strong admiral skills |
4 | Legendary | Amber | End-game equipment, rare pulls |
5 | Mythic | Red | Top-tier items, late-game progression |
6 | Exotic | Cyan | Highest player-obtainable rarity |
7 | System | Gray | Internal / 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.
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.
| Range | Category | Examples |
|---|---|---|
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.
| ID | Name | Group |
|---|---|---|
0 | None | System |
1 | Normal | Physical |
2 | Skill | Physical |
3 | Critical | Physical |
4 | SuperCritical | Physical |
5 | Dot | Over Time |
6 | Counter | Reactive |
7 | Reflect | Reactive |
8 | Splash | AoE |
9 | Chain | AoE |
10 | Execute | Special |
11 | True | Special |
12 | Fixed | Special |
13 | Bonus | Special |
14 | Passive | Passive |
ShipMainType
12 values
Classifies every ship entity by its primary role. Referenced by GeneralShipTable
to determine ship behavior, UI grouping, and stat scaling.
| ID | Name |
|---|---|
0 | None |
1 | Mothership |
2 | Drone |
3 | Escort |
4 | Fighter |
5 | Bomber |
6 | Support |
7 | Enemy |
8 | Boss |
9 | MiniBoss |
10 | Summon |
11 | Object |
SkillType
6 values
Defines the activation category for every skill in the game. Used by GeneralSkillTable
to control how skills trigger and stack.
| ID | Name | Description |
|---|---|---|
0 | Normal | Standard auto-attack abilities |
1 | Active | Manually or timer-triggered skills |
2 | Passive | Always-on stat modifiers |
3 | Unique | Ship- or admiral-specific abilities |
4 | Memory | Skills granted by memory card equip effects |
5 | EnchantCard | Skills granted by enchantment cards |
SkillConditionType
10 valuesControls when a skill activates during combat. Each skill has a condition type that ties it to a specific phase of the battle loop.
| ID | Name | Trigger |
|---|---|---|
0 | Always | Active at all times (passive aura) |
1 | StartStage | Fires once when a new stage begins |
2 | AttackReady | Fires when the attack cooldown completes |
3 | AttackStart | Fires at the start of an attack action |
4 | AttackEnd | Fires after an attack action finishes |
5 | DamageStart | Fires before damage is applied to a target |
6 | DamageEnd | Fires after damage is resolved |
7 | StartEvent | Fires when a game event begins |
8 | Knocked | Fires when the unit is knocked / stunned |
9 | NormalHited | Fires when hit by a normal attack |
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.