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: Ship(0), Servant(1), Drone(2), Enemy(3), Elite(4), mBoss(5), Boss(101), EnemyFleet(1001), EnemyDrone(1002), ArenaShip(2001), ArenaDrone(2002) |
eGradeType | GradeType | Rarity tier: Common(0) through Exotic(6) |
eFunction | ShipFunction | 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 IDs (array at 0x98; parsed from CSV field sSkillEventIDs at 0x38) |
eOwnedEffectType / fOwnedEffectValue | PropertyType[] / float[] | Passive bonuses granted just by owning (collecting) this ship (arrays at 0xB0 / 0xB8) |
eDamageType | AttackDamageType | Weapon type: NormalMachineGun(1), NormalMissile(2), NormalLaser(3), NormalLighting(4), plus Skill and Drone variants |
iTagIDs | int[] | 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
iTagIDsmap to the tag name table? Is there aGeneralTagTable? - What is the full set of
ShipFunctionenum 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?