Yakuza: Like a Dragon/db/rpg skill: Difference between revisions

From Ryu Ga Gotoku Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(One intermediate revision by one other user not shown)
Line 96: Line 96:
| unique_category || Unknown
| unique_category || Unknown
|-
|-
| need_voltage || Whether or not a skill requires Voltage -- the class mechanic for Musician
| need_voltage || Seemingly does nothing; Musician skills (the job that uses it) seems to use branches instead?
|-
|-
| sound_category || Unknown
| sound_category || Unknown

Latest revision as of 09:40, 30 August 2023

An incomplete breakdown for rpg_skill.bin

rpg_skill.bin
Function Description
use_cond Determines when a skill can be used and how (self target, targeted on enemy etc etc)
name Name of the skill
explain Description of the skill
need_heat MP cost of the skill
command_set Defines a set of commands from fighter_command_set.bin. Mostly used for specific skills where animations are synced between caster & target, but also used for enemy specific skills.
command Command name from the array specified in "command_set"
eff_range Range of the skill (unsure if this is a point blank area of effect on the caster and/or target)
attribute What type of damage the skill does
base_atk_ratio Base attack ratio = 0.5 = character has 500 attack = 250 base damage
use_fix_wep Forces an asset from asset_id list
wep_type Determines what weapon to use for the skill
hact_id Used primarily for Kiwami actions; plays a specific heat action cutscene
preparation_time Used for 'charged' skills (use this first turn, do nothing, deal damage the next turn)
rest_time How many turns a character waits after using a move: for example; if this is set to 200, they will skip their next turn entirely
mot_type Unknown
mot_range Unknown
debug_flag Debug flag, should be disabled
ex_effect_set_for_target Buffs & debuffs applied to the target when the skill is completed & successful
ex_effect_set_for_self Buffs & debuffs applied to the caster when the skill is completed & successful
category Unknown
motion_id Defines what gmt to use (IDs taken from motion_gmt in PUID.yazawa)
play_effect_self Related to particle effects on the caster
play_effect_target Related to particle effects on the target
play_hit_effect Related to particle effects on a strike against a target
sp_atk_ratio Potency ratio relating to user's Magic stat
sp_heal_ratio Potency ratio relating to user's Healing stat
success_prob The likeliness that an attack will succeed
boot_info_msg Shows a message when a skill is initiated (IDs taken from rpg_common_info_msg in db.yazawa)
free_info_msg Unknown
success_info_msg Shows a message when a skill is successful (IDs taken from rpg_common_info_msg in db.yazawa)
fail_info_msg Shows a message when a skill fails (IDs taken from rpg_common_info_msg in db.yazawa)
ui_category Category for the ability in the skill menu & battle interface
eff_target_lot_type Unknown. Seems to be always set to 1?
use_fix_wep_l Forces an asset from asset_id list (left hand)
reaction_attr Unknown
reaction_level Unknown
other_target_atk_ratio Unknown
boot_dist How close the caster needs to be towards the target for the skill to be used. Lower values should make the caster run toward the target.
critical_ratio Likeliness that the skill will be a critical hit
is_auto_vanish_asset Removes weapons from the hand of the caster when skill is used
sub_category Unknown
reflect_ex_effect_link_attack_id Unknown
is_move_cut Whether or not a skill is counted as a cutscene. Not just for Kiwami Actions; also used for skills with camera changes.
is_prohibit_target_reaction Unknown
unique_category Unknown
need_voltage Seemingly does nothing; Musician skills (the job that uses it) seems to use branches instead?
sound_category Unknown
sound_label Unknown
use_fix_wep_c Forces an asset from asset_id list (two handed?)
is_sync Determines if the skill is a synced animation between caster & target (being grabbed or a specific knock down animation from a blow)
hact_end_state Unknown
prohibit_equip_item_add_attribute Prevents the skill from adding extra elemental damage from an equipped item
play_effect_preparation Related to particle effects prior to a skill activation
icon_pattern_id Icon used for the ability in the skill menu & battle interface
sort_id Unknown
add_hit_ratio Unknown
limit_hit_ratio Unknown
play_effect_self_on_success Related to particle effects on a successful skill on the caster
play_effect_self_on_failed Related to particle effects on a failed skill on the caster
is_force_revise Unknown
eff_range_for_self Unknown
preparation_msg Shows a message when a skill is being prepared (for charge skills)
is_no_skill_effext Unknown
start_voice_category Unknown
start_voice_label Unknown
unique_ui_pattern_id Unknown
preparation_cancel Unknown
boot_dist_min Unknown. Somehow related to boot_dist.
play_effect_target_on_success Related to particle effects on a successful skill on the target
play_effect_target_on_failed Related to particle effects on a failed skill on the target
ui_text_color_pattern_id Determines colour of the skill name in the skill menu & battle interface
explain_power Text that describes who is targeted by the skill and how much damage it deals, or how much health is restored
explain_input Text that describes button inputs used during QTEs for that skill