Skills Data

The complete skill table defining every attack, ability, passive, and triggered effect in the game. Skills are referenced by ships, admirals, equipment, and gemstones.

633 records GeneralSkillTable v1.1.79

Table Structure

Source TableDataManager.skill_dict Struct GeneralSkillTable (value type) Key Type int — unique skill ID Records 633 skills: basic attacks, active skills, passives, triggered effects

Skills define what happens when a unit attacks or activates an ability. Each skill has a trigger condition (eConditionType), an invocation method (eInvokeType), an action (eActionType), and a function that applies the actual effect. Power values scale per level via fPower + fPowerPerLevel.

Key Fields

12 fields
FieldTypeNotes
eTypeSkillTypeSkill category: BasicAttack, Active, Passive, Ultimate, etc.
eConditionTypeSkillConditionTypeWhen the skill triggers: OnAttack, OnHit, OnDeath, Interval, Always, etc.
eInvokeTypeSkillInvokeTypeHow the skill is invoked: Auto, Manual, Conditional
fInvokeValfloatInvocation parameter (cooldown in seconds, proc chance as 0-1, etc.)
eActionTypeSkillActionTypeWhat the skill does: Damage, Heal, Buff, Debuff, Summon, etc.
ActionParamsstring (CSV)Parsed parameter array for the action; meaning varies by eActionType
fPower / fPowerPerLevelfloatBase damage multiplier and per-level scaling. Total = fPower + (level × fPowerPerLevel)
FunctionTypeSkillFunctionTypeThe effect function applied: PropertyModify, StatusEffect, AreaDamage, etc.
FunctionParamsstring (CSV)Parameters for the function; typically PropertyType ID + value
fCriticalChancefloatSkill-specific crit rate override (0 = use ship default)
fCriticalDamagefloatSkill-specific crit damage multiplier override
iMaxTargetCountintMaximum number of targets hit (1 = single target, -1 = unlimited/AoE)
eDamageTypeAttackDamageTypePhysical or Magical — can override the ship's default damage type

Skill Execution Pipeline

When a skill fires, the engine evaluates this chain:

eConditionType triggers eInvokeType executes eActionType applies FunctionType

The fPower value feeds into the damage formula as the skill's damage coefficient. See the Damage Calculation page for the full formula.

Open Questions
  • What are the full enum values for SkillFunctionType? Only a subset has been mapped.
  • How does ActionParams encoding differ between Damage, Buff, and Summon action types?
  • Is fInvokeVal always a cooldown, or does its meaning change per eInvokeType?
  • Can a single skill have multiple FunctionType effects, or is that handled by chaining skill IDs?