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: Normal(0), Active(1), Passive(2), Unique(3), Memory(4), EnchantCard(5) |
eConditionType | SkillConditionType | When the skill triggers: Always(0), StartStage(1), AttackReady(2), AttackStart(3), AttackEnd(4), DamageStart(5), DamageEnd(6), StartEvent(7), Knocked(8), NormalHited(9) |
eInvokeType | SkillInvokeType | How the skill is invoked: None(0), Cooltime(1), Count(2), Percent(3), Delay(4) |
fInvokeVal | float | Invocation parameter (cooldown in seconds, proc chance as 0-1, etc.) |
eActionType | SkillActionType | What the skill does: None(−1), Action101(101), Action201(201), Action301(301)…Action2102(2102). Opaque numeric IDs — no human-friendly names in code |
ActionParams | float[] | Parsed parameter array for the action (at 0x50); meaning varies by eActionType. CSV source string is separate field sActionParams (string at 0xA0) |
fPower / fPowerPerLevel | float | Base damage multiplier and per-level scaling. Total = fPower + (level × fPowerPerLevel) |
FunctionType | SkillFunctionType | The effect function applied: None(−1), Summon_Drone(1), Summon_Drone_Mul(2), PowerUp_Include_Tag(101), CriticalDamageBonus_By_Rand(102), InvokeAbnormalCondition(104), InvokeSkill(106), DamageUp_By_LowerHealth(201), AutoRepair_Per_MaxHealth(202), Copy_Projectile(1001), and more — 30 values total |
FunctionParams | float[] | Parameters for the function (at 0x78); typically PropertyType ID + value. CSV source string is separate field sFunctionParams (string at 0xA8) |
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 | Weapon type (MachineGun, Missile, Laser, Lightning) — can override the ship's default weapon 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?