Chain Arts into Break, Topple and Daze¶
Designer · 30 min · No code
Result: three Arts that work as a combo. The first Breaks the enemy, the second Topples a Broken enemy, the third Dazes a Toppled one, and the third also deals bonus damage only against a Toppled target.
Before you start¶
- Make an attack Art
- Break, Topple, Daze in the glossary.
How the chain works¶
Each reaction is a gameplay effect in Battle/Reactions. An Art inflicts one by listing it in its
Effects.
| Reaction effect | Grants gameplay tag | Lands only if the target has |
|---|---|---|
GE_XenoCore_Reaction_Break |
Status.XenoCore.Reaction.Break |
nothing: always lands |
GE_XenoCore_Reaction_Topple |
Status.XenoCore.Reaction.Topple |
Status.XenoCore.Reaction.Break |
GE_XenoCore_Reaction_Daze |
Status.XenoCore.Reaction.Daze |
Status.XenoCore.Reaction.Topple |
The effects enforce the order, not the Arts. A Topple entry on an Art used against an enemy that is not Broken is simply refused: no error, no Topple. That is how the chain is meant to work, so you never need to check the order yourself.
Each reaction lasts its own time, authored on the effect (Break lasts 10 seconds, Topple 3.5, Daze 2). While Toppled or Dazed, a target is knocked down, cannot auto-attack or use Arts, and takes bigger critical hits (×1.5 instead of ×1.25).
Steps¶
1. The Break Art¶
- Create a blank Art: in
MyGame/Arts, right-click › Data › Data Asset ›XenoCoreArtDefinition, namedDA_Sunder. Fill in its name, Power, Cooldown Duration, its own Cooldown Tag, Montage and Palette Glyph as in Your first art. Do not duplicateDA_XenoCore_AirSlashor another finished Art: the copy brings its effects along. - Under Art, set Category to Break, so the Arts menu colours it as a Break Art.
- Under Art › Effects, click + on Effects and set the new entry: Effect
GE_XenoCore_Reaction_Break, Chance1.0, Condition Always, Recipient Each target. Leave Duration and Magnitude at0: reactions carry their own timing and never read them.
2. The Topple Art¶
- Create another blank Art,
DA_Upend, the same way, with its own name and Cooldown Tag. - Category: Topple.
- Add one effect:
GE_XenoCore_Reaction_Topple, set as for Sunder.
3. The Daze Art with a bonus¶
- Create a third blank Art,
DA_Stun, own name and tag, Category Daze, effectGE_XenoCore_Reaction_Daze. - For bonus damage against a Toppled target, you need an entry whose condition is
Target is Toppled. Add a second Effects entry:
- Effect:
Battle/Status/GE_XenoCore_Status_StrengthDown - Duration:
10 - Condition: Target is Toppled
- Effect:
The Daze lands, and a Toppled target is also weakened for ten seconds.
Conditions see the target before the hit
Every condition is judged on the target as it was before this Art landed. So an Art that both Breaks and has a Target is Broken entry only triggers that entry on an enemy that was already Broken; it cannot chain off its own Break in one press.
The conditions you can use:
| Condition | True when |
|---|---|
| Always | Always |
| In the art's position | Any of the Art's Positional Bonuses is met |
| From the front, From the side, From behind | The user stands there relative to the target |
| Target is Broken, Toppled, Dazed | The target has that reaction |
4. Put them on one character¶
- Open the character's pawn Blueprint (for Kael,
Characters/VRoid/Kael/B_XenoCore_Party_VRoid_L), click Class Defaults, and note the Data Table in XenoCore › Arts › Art Learn Table. This is the character's learnset. - Open that Data Table and click Add three times. On each row set Art to one of
DA_Sunder,DA_Upend,DA_Stun, Unlock Level1, and Default Slot a slot number no other row in the table uses (-1leaves the Art unslotted, for the player to place from the Arts menu). - Save the table.
Slots fill from the centre out, so slots 0 and 1 sit either side of the Talent Art. More in Set palette slots and unlocks.
Chain across the party¶
A reaction is on the target, not the attacker. So one party member can Break and another Topple: the chain works across characters with no extra setup. Give the Break Art to one member and the Topple Art to another.
AI-controlled companions read the chain from the same effects. Because Upend's Topple effect needs a Broken target, a companion holds Upend until the enemy is Broken (AI Wait For Reaction, on by default) and then favours it (AI Chain Bonus). See Tune companion AI.
Enemies use exactly the same effects: the sample minion's Arts are Art definitions too -
DA_XenoCore_Minion_Rend Breaks and DA_XenoCore_Minion_Sweep Topples. See
Give an enemy Arts and AI.
Test it¶
- Press Play in
Maps/L_XenoCore_Gymwith the three Arts on the leader's palette. - Use Upend (Topple) on a fresh minion. Nothing happens: it is not Broken.
- Use Sunder. "Break" pops over the minion.
- Within ten seconds, use Upend. The minion falls: "Topple".
- While it is down, use Stun. "Daze", and the Strength Down icon if it applies.
If it doesn't work¶
The new Arts are not on the palette
Default Slot is read only when a character's palette is first built, so a loaded save keeps its old palette. Slot the Arts from the Arts menu, or test from a fresh start.
Fails silently: Topple never happens
The Topple Art is used after Break has worn off (10 seconds), or on an enemy never Broken. The effect refuses itself without a message. Shorten the gap, or lengthen Break's duration on a copy of the reaction effect.
The reaction pops up but the enemy doesn't fall
The target has no ability that plays the knockdown when the tag arrives. It still cannot act,
so it just stands there. Party members have them (Battle/GA_XenoCore_Player_Topple, _Daze)
and so does the minion (Characters/Enemies/Minion/GA_XenoCore_Minion_Topple, _Daze, granted
by AbilitySet_XenoCore_Minion_Melee). A new enemy with its own skeleton needs its own copies
with its own montages; see Add an enemy.
The popup never appears
The effect is a status or reaction you made yourself, without a display name. Reactions are named from their class; statuses need a Display Name (Make a status effect).
Going further¶
- Reactions and statuses: the reaction state machine, immunity and timings.
- Make a status effect