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

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(Created page with "An incomplete breakdown for rpg_skill.bin {| class="wikitable" |+ 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 &...")
 
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| critical_ratio || Likeliness that the skill will be a critical hit
| critical_ratio || Likeliness that the skill will be a critical hit
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|-
| is_auto_vanish_asset || Deletes asset from game world at the end of the skill, seems to be used for thrown objects
| is_auto_vanish_asset || Removes weapons from the hand of the caster when skill is used  
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|-
| sub_category || Unknown
| sub_category || Unknown

Revision as of 05:42, 13 December 2022

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 Whether or not a skill requires Voltage -- the class mechanic for Musician
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