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Make a Talent Art

Designer · 40 min · No code

Result: a new weapon-granted Talent Art, Shatter, paid for with the Talent Gauge instead of a cooldown. Whoever holds the weapon fills the gauge with landed auto-attacks and spends it on Shatter from the palette's centre slot.

Before you start

How a Talent Art works

Piece Sample Notes
Talent Art definition Battle/Arts/DA_XenoCore_TurnStrike A XenoCoreTalentArtDefinition: every Art field, plus Gauge Cost
Talent Art ability Battle/Arts/GA_XenoCore_TurnStrike Child of the Talent Art class; points at the definition
Grant Weapons/GreatSword/AbilitySet_XenoCore_JunkSword The weapon's ability set grants it
Weapon Weapons/GreatSword/ED_XenoCore_JunkSword Ability Sets To Grant names that set
Fill rate the character's stats effect TalentChargePerHit: gauge % per landed auto-attack

The weapon owns the Art; the character owns the fill rate. Equip a different weapon and the same character has a different Talent Art, filling at the same speed.

A Talent Art has no cooldown: the gauge is the cooldown. The gauge (0 to 100) persists out of combat, and a Talent Art that misses or is interrupted still spends it. While it plays, the world can slow down around the attacker.

Talent Arts are not in a learnset

A Talent Art never appears on the Arts palette row, is never learned through a character's Art Learn Table, and cannot be levelled with Art Points. It lives only in the palette's centre slot during battle.

Steps

1. The definition

  1. In MyGame/Arts, right-click › Data › Data Asset, pick XenoCoreTalentArtDefinition and name it DA_Shatter. Create it blank rather than duplicating DA_XenoCore_TurnStrike, so it inherits none of Turn Strike's effects.
  2. Set Display Name, Description, Power, Effects, Montage and Palette Glyph as for any Art.
  3. Leave Cooldown Duration at 0 and Cooldown Tag empty.
  4. Under Talent Art, set Gauge Cost: 100 spends a full gauge; 50 spends half.

2. The ability

  1. Right-click Battle/Arts/GA_XenoCore_TalentArt_Base and choose Create Child Blueprint Class. Name it GA_Shatter. Do not duplicate GA_XenoCore_TurnStrike: the base carries both the damage effect and the heal effect, so a healing Talent Art works with no extra setting.
  2. Open it, click Class Defaults, and set Art Data (XenoCore › Art) to DA_Shatter.
  3. Leave Talent Gauge Effect as GE_XenoCore_TalentCharge: the same effect that fills the gauge also empties it.
  4. Keep Ability Tags as Ability.XenoCore.Art.Talent, so tag rules that name Arts still cover it. The palette does not need the tag: it finds the Talent Art by its class.
  5. Compile and Save.

The palette's centre slot looks up the Talent Art the character was actually granted (any ability built on the Talent Art class) and shows that Art's name, description and icon, and lights when the gauge covers its Gauge Cost. Nothing on the palette widget needs to change.

3. Grant it through the weapon

  1. Create a Data Asset of class LyraAbilitySet named AbilitySet_MyWeapon, and add one entry to Granted Gameplay Abilities: GA_Shatter. Nothing else.
  2. Open your weapon's equipment definition (a child of Weapons/ED_XenoCore_Sword_Base; see Add a weapon) and set Ability Sets To Grant to AbilitySet_XenoCore_SwordCommon and AbilitySet_MyWeapon. SwordCommon grants GA_XenoCore_WeaponDrawSync and GA_XenoCore_EquipmentStats: without it the weapon never draws and never applies its stats. Setting the list replaces the base's, so list both.

A character with two Talent Arts

Grant only one Talent Art per character at a time. With two, the centre slot uses the first it finds and logs a warning naming the one it ignored.

4. The fill rate

The gauge fills from landed auto-attacks by the character's TalentChargePerHit, a percentage of the gauge per hit, set by a modifier on their stats effect (Author a character's statline). 20 fills in five hits; 0 means that character never charges from auto-attacks.

Test it

  1. Equip the weapon on the leader and press Play in Maps/L_XenoCore_Gym.
  2. Engage a minion. The centre slot shows Shatter with an empty ring around it.
  3. Let auto-attacks land. The ring fills, and the disc lights once the gauge reaches Shatter's Gauge Cost (half-way for a cost of 50).
  4. Confirm the centre slot. Shatter plays, the world slows if you set dilation, and the gauge empties by Gauge Cost.

If it doesn't work

The centre slot shows the palette's own Talent entry, not Shatter

The palette found no Talent Art on the character, so it fell back to the entry authored on UserInterface/HUD/W_XenoCore_ArtSlot. Check that the weapon's ability set grants GA_Shatter and that GA_Shatter has Art Data set; a Talent Art without it logs a warning ("is granted but has no ArtData") and is skipped.

A new weapon's Talent Art appears only at the next fight

The palette re-reads the Talent Art when it binds to a character and each time a battle starts, not when you equip. Swapping weapons out of battle shows the new Talent Art as soon as the next fight begins.

Fails silently: the gauge never fills

The character's TalentChargePerHit is 0, or auto-attacks are missing (misses do not charge). See Tune auto-attacks.

The weapon no longer draws

GA_XenoCore_WeaponDrawSync was removed from the ability set.

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