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.

763 records GeneralShipTable v1.1.80

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
FieldTypeNotes
IDintPrimary key; unique across all ship categories
iReferenceIDintPoints to the base (un-awakened) ship ID. Self-referencing for base ships
iAwakeningintAwakening tier (0 = base, 1+ = awakened variants)
eMainTypeShipMainTypeCategory: Ship(0), Servant(1), Drone(2), Enemy(3), Elite(4), mBoss(5), Boss(101), EnemyFleet(1001), EnemyDrone(1002), ArenaShip(2001), ArenaDrone(2002)
eGradeTypeGradeTypeRarity tier: Common(0) through Exotic(6)
eFunctionShipFunctionFunctional role in battle (attacker, tank, support, etc.)
iNameintLocalization string ID — resolve via string table
fMaxHPQuotient / iMaxHPExponentfloat / intBase HP = quotient × 10^exponent (NumberUnit encoding)
fPowerQuotient / iPowerExponentfloat / intBase ATK power using same quotient/exponent pattern
fAttackSpeedfloatAttacks per second (base rate before modifiers)
iAttackIDintFK to GeneralSkillTable — the ship's basic attack
iSkillEventIDint[]FK to GeneralSkillTable — active/special skill IDs (array at 0x98; parsed from CSV field sSkillEventIDs at 0x38)
eOwnedEffectType / fOwnedEffectValuePropertyType[] / float[]Passive bonuses granted just by owning (collecting) this ship (arrays at 0xB0 / 0xB8)
eDamageTypeAttackDamageTypeWeapon type: NormalMachineGun(1), NormalMissile(2), NormalLaser(3), NormalLighting(4), plus Skill and Drone variants
iTagIDsint[]Tag IDs for filtering — faction, element, series (array at 0xE0; parsed from CSV field sTag at 0xD8)

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 iTagIDs map to the tag name table? Is there a GeneralTagTable?
  • What is the full set of ShipFunction enum values beyond attacker/tank/support?
  • Are boss ships in this table or only referenced via GeneralContentsBossTable?
  • Does fAttackSpeed cap at a maximum value, or is it unbounded?