Yakuza: Like a Dragon/db/rpg skill
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An incomplete breakdown for rpg_skill.bin
|Determines when a skill can be used and how (self target, targeted on enemy etc etc)
|Name of the skill
|Description of the skill
|MP cost of the skill
|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 name from the array specified in "command_set"
|Range of the skill (unsure if this is a point blank area of effect on the caster and/or target)
|What type of damage the skill does
|Base attack ratio = 0.5 = character has 500 attack = 250 base damage
|Forces an asset from asset_id list
|Determines what weapon to use for the skill
|Used primarily for Kiwami actions; plays a specific heat action cutscene
|Used for 'charged' skills (use this first turn, do nothing, deal damage the next turn)
|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
|Debug flag, should be disabled
|Buffs & debuffs applied to the target when the skill is completed & successful
|Buffs & debuffs applied to the caster when the skill is completed & successful
|Defines what gmt to use (IDs taken from motion_gmt in PUID.yazawa)
|Related to particle effects on the caster
|Related to particle effects on the target
|Related to particle effects on a strike against a target
|Potency ratio relating to user's Magic stat
|Potency ratio relating to user's Healing stat
|The likeliness that an attack will succeed
|Shows a message when a skill is initiated (IDs taken from rpg_common_info_msg in db.yazawa)
|Shows a message when a skill is successful (IDs taken from rpg_common_info_msg in db.yazawa)
|Shows a message when a skill fails (IDs taken from rpg_common_info_msg in db.yazawa)
|Category for the ability in the skill menu & battle interface
|Unknown. Seems to be always set to 1?
|Forces an asset from asset_id list (left hand)
|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.
|Likeliness that the skill will be a critical hit
|Removes weapons from the hand of the caster when skill is used
|Whether or not a skill is counted as a cutscene. Not just for Kiwami Actions; also used for skills with camera changes.
|Seemingly does nothing; Musician skills (the job that uses it) seems to use branches instead?
|Forces an asset from asset_id list (two handed?)
|Determines if the skill is a synced animation between caster & target (being grabbed or a specific knock down animation from a blow)
|Prevents the skill from adding extra elemental damage from an equipped item
|Related to particle effects prior to a skill activation
|Icon used for the ability in the skill menu & battle interface
|Related to particle effects on a successful skill on the caster
|Related to particle effects on a failed skill on the caster
|Shows a message when a skill is being prepared (for charge skills)
|Unknown. Somehow related to boot_dist.
|Related to particle effects on a successful skill on the target
|Related to particle effects on a failed skill on the target
|Determines colour of the skill name in the skill menu & battle interface
|Text that describes who is targeted by the skill and how much damage it deals, or how much health is restored
|Text that describes button inputs used during QTEs for that skill