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.
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| Field | Type | Notes |
|---|---|---|
eType | SkillType | Skill category: BasicAttack, Active, Passive, Ultimate, etc. |
eConditionType | SkillConditionType | When the skill triggers: OnAttack, OnHit, OnDeath, Interval, Always, etc. |
eInvokeType | SkillInvokeType | How the skill is invoked: Auto, Manual, Conditional |
fInvokeVal | float | Invocation parameter (cooldown in seconds, proc chance as 0-1, etc.) |
eActionType | SkillActionType | What the skill does: Damage, Heal, Buff, Debuff, Summon, etc. |
ActionParams | string (CSV) | Parsed parameter array for the action; meaning varies by eActionType |
fPower / fPowerPerLevel | float | Base damage multiplier and per-level scaling. Total = fPower + (level × fPowerPerLevel) |
FunctionType | SkillFunctionType | The effect function applied: PropertyModify, StatusEffect, AreaDamage, etc. |
FunctionParams | string (CSV) | Parameters for the function; typically PropertyType ID + value |
fCriticalChance | float | Skill-specific crit rate override (0 = use ship default) |
fCriticalDamage | float | Skill-specific crit damage multiplier override |
iMaxTargetCount | int | Maximum number of targets hit (1 = single target, -1 = unlimited/AoE) |
eDamageType | AttackDamageType | Physical 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
ActionParamsencoding differ between Damage, Buff, and Summon action types? - Is
fInvokeValalways a cooldown, or does its meaning change pereInvokeType? - Can a single skill have multiple FunctionType effects, or is that handled by chaining skill IDs?