Ships Data
Complete ship table extracted from the IL2CPP runtime. Covers motherships, drones, escorts, enemy units, and bosses — every entity that appears on the battlefield.
Table Structure
Source
TableDataManager.ship_dict
Struct
GeneralShipTable (value type)
Key Type
int — unique ship ID
Records
763 entries across all ship categories
Includes
Player motherships, drones, escorts, enemy ships, bosses, summons
Ships are the core battlefield entity. Each record defines a unit's base stats, skill bindings,
attack parameters, and ownership effects. The iReferenceID / iAwakening
chain links base ships to their awakened variants, forming upgrade paths.
Key Fields
15 fields| Field | Type | Notes |
|---|---|---|
ID | int | Primary key; unique across all ship categories |
iReferenceID | int | Points to the base (un-awakened) ship ID. Self-referencing for base ships |
iAwakening | int | Awakening tier (0 = base, 1+ = awakened variants) |
eMainType | ShipMainType | Category: Mothership, Drone, Escort, Enemy, Boss, etc. |
eGradeType | GradeType | Rarity tier: Common(0) through Exotic(6) |
eFunction | ShipFunctionType | Functional role in battle (attacker, tank, support, etc.) |
iName | int | Localization string ID — resolve via string table |
fMaxHPQuotient / iMaxHPExponent | float / int | Base HP = quotient × 10^exponent (NumberUnit encoding) |
fPowerQuotient / iPowerExponent | float / int | Base ATK power using same quotient/exponent pattern |
fAttackSpeed | float | Attacks per second (base rate before modifiers) |
iAttackID | int | FK to GeneralSkillTable — the ship's basic attack |
iSkillEventID | int | FK to GeneralSkillTable — active/special skill |
eOwnedEffectType / fOwnedEffectValue | PropertyType / float | Passive bonus granted just by owning (collecting) this ship |
eDamageType | AttackDamageType | Physical vs. Magical — determines which defense stat applies |
iTagIDs | string (CSV) | Comma-separated tag IDs for filtering (faction, element, series) |
Reference / Awakening Chain
Ships with the same iReferenceID form an awakening family. The base ship
has iAwakening = 0 and iReferenceID pointing to itself.
Each subsequent awakening tier increments iAwakening and receives a new unique ID,
but all share the same iReferenceID.
Ship ID 101
→
iReferenceID: 101
→
Awakening 0
Ship ID 1101
→
iReferenceID: 101
→
Awakening 1
Open Questions
- How do
iTagIDsmap to the tag name table? Is there aGeneralTagTable? - What is the full set of
ShipFunctionTypeenum values beyond attacker/tank/support? - Are boss ships in this table or only referenced via
GeneralContentsBossTable? - Does
fAttackSpeedcap at a maximum value, or is it unbounded?