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¶
- Make an attack Art
- Glossary: Talent Art, Talent gauge.
- A weapon of your own is easiest: Add a weapon. This recipe edits a copy of the sample greatsword's ability set.
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¶
- In
MyGame/Arts, right-click › Data › Data Asset, pickXenoCoreTalentArtDefinitionand name itDA_Shatter. Create it blank rather than duplicatingDA_XenoCore_TurnStrike, so it inherits none of Turn Strike's effects. - Set Display Name, Description, Power, Effects, Montage and Palette Glyph as for any Art.
- Leave Cooldown Duration at
0and Cooldown Tag empty. - Under Talent Art, set Gauge Cost:
100spends a full gauge;50spends half.
2. The ability¶
- Right-click
Battle/Arts/GA_XenoCore_TalentArt_Baseand choose Create Child Blueprint Class. Name itGA_Shatter. Do not duplicateGA_XenoCore_TurnStrike: the base carries both the damage effect and the heal effect, so a healing Talent Art works with no extra setting. - Open it, click Class Defaults, and set Art Data (XenoCore › Art) to
DA_Shatter. - Leave Talent Gauge Effect as
GE_XenoCore_TalentCharge: the same effect that fills the gauge also empties it. - 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. - 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¶
- Create a Data Asset of class
LyraAbilitySetnamedAbilitySet_MyWeapon, and add one entry to Granted Gameplay Abilities:GA_Shatter. Nothing else. - Open your weapon's equipment definition (a child of
Weapons/ED_XenoCore_Sword_Base; see Add a weapon) and set Ability Sets To Grant toAbilitySet_XenoCore_SwordCommonandAbilitySet_MyWeapon. SwordCommon grantsGA_XenoCore_WeaponDrawSyncandGA_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¶
- Equip the weapon on the leader and press Play in
Maps/L_XenoCore_Gym. - Engage a minion. The centre slot shows Shatter with an empty ring around it.
- 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). - 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.
Going further¶
- Arts
- Equipment: weapons, ability sets, and what equipping grants.
- Add a weapon