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Party Gauge, downed and revive

All · 15 min read · No code · Last tested: 2026-10-01

A party member who runs out of HP is downed, not killed. They kneel where they fell, and the leader can stand over them and press A - Revive, which spends one bar of the Party Gauge, the blue three-bar meter above the leader's HUD row. The party gauge is filled by playing well: critical hits and art bonus effects. A downed member also gets up on their own, at 1 HP, once the battle is over. Only when every active member is down is the battle lost, and then the party wakes at the last respawn point and keeps everything it earned.

That is XC1's revive, one bar and no healer, combined with XC3's rule that only a whole-party knockout loses the fight.

What you can change, no code

How it fits together

Piece What it is Where it lives
Party Gauge UXenoCorePartyGaugeComponent, on the player controller beside the bag Added by the XenoCore GameFeatureData (Add Components)
Gauge readout UXenoCorePartyGaugeWidget, three framed bars Placed in UserInterface/HUD/W_XenoCore_PartyMemberPlate, shown on the leader's row only
Downed GA_XenoCore_Downed, triggered by Lyra's death event Battle/GA_XenoCore_Downed, granted by AbilitySet_XenoCore_Hero and AbilitySet_XenoCore_PartyMember
Revive The downed body is an interactable, like an NPC or a chest AXenoCoreCombatantCharacter, priced and run by BP_XenoCore_Party
End of battle and defeat Party-wide battle state, the wipe and the defeat beat Characters/Party/BP_XenoCore_Party

The revive uses the same prompt and button as Talk and Trade (Interaction), so what is offered and what A does are one answer.

Lifecycle

Filling the gauge

The gauge holds 300 points as three bars of 100. Battle actions add points by reason:

Reason Points
A critical hit by a party member 10
An art's bonus effect lands 20

Enemies never fill it. Out of battle it drains at 2 points a second. A bar that fills flashes; when all three are full the readout pulses and plays a particle burst, because a Chain Attack would be ready.

Reasons with no system yet

The table also prices Burst Affinity (50, or 75 perfectly timed), auto-attacks at very high Tension (5) and a kill during a Chain Attack (100). None of those mechanics exist yet, so those rows are waiting for a caller.

Going down

When a party member's HP hits 0, GA_XenoCore_Downed runs instead of a death:

  1. They kneel and hold the pose. They cannot move, jump, auto-attack or use arts, and enemies stop seeing them.
  2. Their HUD row greys out: the portrait dims, the name, level and HP turn grey, and the empty health bar stops blinking.

Reviving

Stand on top of the downed ally. The prompt appears within Revive Range (110 cm), which is deliberately tight so a crowded fight never offers the wrong body. Then:

  • With a full bar: press A. One bar is spent, the leader plays a short gesture, a ring of green motes rises from the ally with a chime, and they stand up with 30% of their HP, shown as a green heal number.
  • Without a full bar: the prompt still shows, and pressing A is refused. The line Party Gauge not full appears over the ally, the gauge readout shakes with its empty bars flashing red, and a short "no" sound plays. Nothing is spent.

While A - Revive is on screen, A revives and nothing else: the arts palette's confirm, which is also A, is held off.

The player cannot revive their own body. A downed leader can be left: switch to a standing member (battle switching) and revive from there. Otherwise a downed leader waits for the battle to end or for the whole party to fall.

The end of the battle

Battle state is party-wide: the party is in battle while the leader has their weapon drawn, or while an enemy within 30 m is fighting any member. The battle ends when no enemy has been engaged for Battle Over Grace (1 second). At that moment every downed member gets up at 1 HP.

Sheathing alone is not enough. Fleeing with the palette's Flee does not revive anyone while an enemy is still chasing the party.

Recovering HP between fights

Out of battle, every party member's HP climbs back to full on its own. XC1 has no healing items and its arts work only in battle, so this is the only way to recover between fights. A member the battle just stood up at 1 HP recovers the same way. Benched members recover too.

Recovery uses the same end-of-battle rule as the revive: nothing heals while an enemy is still chasing the party. Two settings on BP_XenoCore_Party, under XenoCore > Party > Recovery:

Setting Default What it does
Out Of Battle Regen Per Second 0.1 Fraction of max HP recovered each second. 0 turns recovery off.
Out Of Battle Regen Delay 1 s Wait after the battle ends before recovery starts.

XC1 never states the rate. The 10% per second default is XC2's, the closest sourced number. Console: XenoHurtParty 0.3 drops every standing member to 30% so you can watch it climb.

Defeat

When every active member is down, the party is wiped:

  1. The defeat beat. Time slows to 35%, the world drains of colour, Defeated fades in, bold and red, in the middle of the screen, and Lyra's end-of-round sting plays.
  2. The camera fades to black with the word still showing.
  3. Under black, the party is moved to the respawn point and restored to full health. Enemies forget the fight.
  4. The fade lifts. Experience, items, gold and gear are all kept.

The respawn point and the fade timings are covered under Party wipe.

What you can change

Setting Where it lives What it does
Revive Bar Cost BP_XenoCore_Party › XenoCore › Party › Revive Bars a revive spends (1). 0 makes reviving free.
Revive Health Fraction same HP a revived member stands up with, as a fraction of max (0.3).
Revive Range same How close the reviver must stand, in cm (110).
Revive Gesture Montage same Played on the reviver. Default: Lyra's upper-body heal gesture.
Revive Refused Text, Colour, Scale same The line over the ally when the gauge is short. Empty shows nothing.
Revive Refused Sound same Played when a revive is refused. None plays nothing.
Battle Over Grace BP_XenoCore_Party › XenoCore › Party Seconds with no engaged enemy before the battle counts as over and the downed get up.
Defeat Banner Class, Defeat Text BP_XenoCore_Party › XenoCore › Party › Wipe › Defeat The defeat banner widget and its line. None turns the banner off.
Defeat Time Dilation, Defeat Saturation, Defeat Desaturate Seconds, Defeat Sound same The slow motion, how grey the world goes and how fast, and the sting. 1.0 dilation and 1.0 saturation turn those parts off.
Grey When Downed, Downed Portrait Tint, Downed Text Colour, Downed Health Bar Opacity W_XenoCore_PartyMemberPlate, on each placed row How a downed member's HUD row looks.
Refused Colour, Refused Seconds, Refused Shake The gauge widget inside W_XenoCore_PartyMemberPlate The gauge's shake and red flash when a spend is refused.
Bar Count, Points Per Bar, Fill Points, Out Of Battle Drain Per Second UXenoCorePartyGaugeComponent The gauge's size and what fills it. See below.
Downed pose Characters/Core/Animations/Downed/ AS_XenoCore_DownedKneel_Enter, _Loop and _GetUp, shared by every character.

The gauge's settings have no Blueprint to edit

The XenoCore Game Feature Data adds the C++ class XenoCorePartyGaugeComponent directly, so there is no asset holding Fill Points or Bar Count, and changing them on the running component in play is lost when play stops. To retune them:

  1. In your own folder, right-click and choose Blueprint Class. Under All Classes, search for XenoCorePartyGaugeComponent, pick it, and name the Blueprint BP_MyPartyGauge.
  2. Open it, set XenoCore › PartyGauge › Bar Count, Points Per Bar, Fill Points and Out Of Battle Drain Per Second, then Compile and Save.
  3. Open the XenoCore asset at the top of XenoCore Content (the Game Feature Data). Under Actions, expand the Add Components action, then its Component List, and find the entry whose Component Class is XenoCorePartyGaugeComponent. Set it to BP_MyPartyGauge. Save.

A template update replaces the XenoCore asset, so note this change to re-apply after updating.

Extending it

  • Something new fills the gauge. Call Add Party Gauge For Reason with the actor that earned it and a new XenoCore.PartyGauge.Reason.* tag, then add a Fill Points row for that tag. An enemy causer is ignored, so you never need to check whose hit it was.
  • Something new spends the gauge. Check Can Afford Bars, then Spend Bars. When the player asked for it and it cannot be paid, call Notify Cannot Afford so the readout shakes. Do not call it from AI or from code that is only probing.
  • React to the gauge. Listen for XenoCore.PartyGauge.Message.Changed (it moved) or XenoCore.PartyGauge.Message.Refused (a spend was refused). On the readout widget, the On Bar Filled, On Gauge Full and On Spend Refused events are there for extra sound or flourish. On a party row, On Downed Changed fires when it greys out or comes back.
  • A different defeat screen. Make a Blueprint child of XenoCoreDefeatBannerBase with its own layout (name the text block DefeatText) and set it as Defeat Banner Class. For something bigger, listen for XenoCore.Party.Message.Wiped.

Do not give the party back a death ability. Downed is what keeps the body in the world to be revived; a death ability ragdolls it and removes it.

Why it's built this way

For programmers: the design reasons
  • Downed is Lyra's death, stopped halfway. GA_XenoCore_Downed triggers on GameplayEvent.Death, as Lyra's death ability does, and calls StartDeath but never FinishDeath, so the health component reports dead while the body stays.
  • Revive is an interaction, not an ability. The prompt, the range check and the button are UXenoCoreInteractionSubsystem's, the same path Talk and Trade use. A downed body is just one more interactable that the leader is not driving.
  • The prompt shows even when the gauge is short. Hiding it left the player standing on an ally with no prompt and no reason, which read as a bug. Refusing on the press can say why.
  • The gauge lives on the controller with the bag, quests and progression, because it belongs to the party, not to whichever character is leading.
  • The battle ends on "no enemy engaged", not on sheathing, so fleeing cannot buy a free revive.

Known limits

  • Party AI does not revive anyone yet. Only the character the player controls can revive.
  • Battle switching skips downed members: you cannot switch onto one, but you can switch away from a downed leader.

See also