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Gameplay tags

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Generated from source — do not edit by hand.

This page is written by Docs/Manual/tools/gen_reference.py from the plugin's headers. Edit the source comment and re-run the generator instead. See Docs/Manual/tools/README.md.

Every gameplay tag XenoCore declares. There are two kinds:

  • Native tags are declared in C++ (XenoCoreGameplayTags.h / .cpp) because code names them. C++ uses the symbol in the C++ symbol column, for example XenoCoreGameplayTags::Status_XenoCore_InBattle.
  • Ini tags are declared in the plugin's Config/Tags/XenoCoreTags.ini because only data (abilities, input data, state trees) picks them.

Both kinds appear in the editor's tag picker. Matching is hierarchical: a check for Status.XenoCore.Reaction also matches Status.XenoCore.Reaction.Break.

Fails silently: a tag declared twice, or renamed

Declare a new tag in one place only. If C++ looks a tag up by its string name and the tag is later renamed, the lookup returns an empty tag. Nothing is logged; the feature that depends on the tag simply stops. Add your own tags to your own tag .ini or native file, and never edit XenoCore's in place.

170 native tags, 99 ini tags.

Ability

Tag Declared C++ symbol Description
Ability.XenoCore.Arm native Ability_XenoCore_Arm Draw or sheathe the weapon - toggles Status.XenoCore.InBattle, so only activate it when the tag says you are not already armed.
Ability.XenoCore.Art native Ability_XenoCore_Art Namespace marker for Arts. The palette matches granted abilities against this to build its row, so adding an art needs no HUD edit - only an Ability.XenoCore.Art.* asset tag.
Ability.XenoCore.Art.BackSlash ini Shulk's Back Slash - red physical, 20s. Large damage from behind; the positional rider lives on the art, not on a global back-attack multiplier.
Ability.XenoCore.Art.Break native Ability_XenoCore_Art_Break Inflicts Break. Pink, in XC1's art colour coding.
Ability.XenoCore.Art.Daze native Ability_XenoCore_Art_Daze Inflicts Daze. Yellow.
Ability.XenoCore.Art.LightHeal ini Shulk's Light Heal - blue ether, 25s. Heals one party member; the non-damage art that proves the effect path is not damage-shaped.
Ability.XenoCore.Art.Talent ini Marks the Talent Art - XC1 pays for it with the Talent Gauge rather than a cooldown, and the weapon grants it. This is the lookup handle: match this asset tag and take Spec.GetPrimaryInstance().
Ability.XenoCore.Art.Topple native Ability_XenoCore_Art_Topple Inflicts Topple. Green.
Ability.XenoCore.AutoAttack native Ability_XenoCore_AutoAttack The free auto-attack loop. Named in C++ by the palette's Cancel entry, which cancels abilities carrying this tag.
Ability.XenoCore.TargetMode native Ability_XenoCore_TargetMode The target-mode ability. Granted once and InstancedPerActor - it holds the selected target, so a second grant would mean a second target.
Ability.XenoCore.ToggleMenu ini The pause/items menu ability. Exists only so TagRelationships_XenoCore can reach it: an ability with empty AbilityTags cannot be matched by any row, so the menu could be opened mid-conversation - which left a dialogue box behind a screen and broke both.

Anim

Tag Declared C++ symbol Description
Anim.XenoCore.Reaction.Daze ini Anim profile key: Daze (GA_XenoCore_*_Daze)
Anim.XenoCore.Reaction.Evade ini Anim profile key: a dodged hit (GA_XenoCore_*Evade)
Anim.XenoCore.Reaction.Flinch ini Anim profile key: the directional hit react (GA_XenoCore_*_HitReact)
Anim.XenoCore.Reaction.Guard ini Anim profile key: a blocked hit (GA_XenoCore_*Guard)
Anim.XenoCore.Reaction.Recoil ini Anim profile key: an attack bounced off a guard (GA_XenoCore_*Recoil)
Anim.XenoCore.Reaction.Topple ini Anim profile key: Topple and its get-up (GA_XenoCore_*_Topple)

Cooldown

Tag Declared C++ symbol Description
Cooldown.XenoCore.Art.AirSlash ini Air Slash recharging. Named by DA_XenoCore_AirSlash.CooldownTag - every art needs its own, or two arts share one cooldown.
Cooldown.XenoCore.Art.BackSlash ini Back Slash recharging. Granted by GE_XenoCore_ArtCooldown, the shared art cooldown effect, from the art definition's CooldownTag.
Cooldown.XenoCore.Art.Bellow ini Bellow recharging. Named by DA_XenoCore_Bellow.CooldownTag.
Cooldown.XenoCore.Art.Bolster ini Bolster recharging. Named by DA_XenoCore_Bolster.CooldownTag.
Cooldown.XenoCore.Art.Break ini Break art recharging.
Cooldown.XenoCore.Art.Daze ini Daze art recharging.
Cooldown.XenoCore.Art.EmberRing ini Ember Ring recharging. Named by DA_XenoCore_EmberRing.CooldownTag.
Cooldown.XenoCore.Art.EtherWard ini Ether Ward recharging. Named by DA_XenoCore_EtherWard.CooldownTag.
Cooldown.XenoCore.Art.FrostLance ini Frost Lance recharging. Named by DA_XenoCore_FrostLance.CooldownTag.
Cooldown.XenoCore.Art.Hamstring ini Hamstring recharging. Named by DA_XenoCore_Hamstring.CooldownTag.
Cooldown.XenoCore.Art.LightHeal ini Light Heal recharging.
Cooldown.XenoCore.Art.MendingWave ini Mending Wave recharging. Named by DA_XenoCore_MendingWave.CooldownTag.
Cooldown.XenoCore.Art.MindSap ini Mind Sap recharging. Named by DA_XenoCore_MindSap.CooldownTag.
Cooldown.XenoCore.Art.MinionRend ini The minion's Break art recharging. Named by DA_XenoCore_Minion_Rend.CooldownTag.
Cooldown.XenoCore.Art.MinionSweep ini The minion's Topple art recharging. Named by DA_XenoCore_Minion_Sweep.CooldownTag.
Cooldown.XenoCore.Art.Renewal ini Renewal recharging. Named by DA_XenoCore_Renewal.CooldownTag.
Cooldown.XenoCore.Art.ShieldBash ini Shield Bash recharging. Named by DA_XenoCore_ShieldBash.CooldownTag.
Cooldown.XenoCore.Art.SlitEdge ini Slit Edge recharging. Named by DA_XenoCore_SlitEdge.CooldownTag.
Cooldown.XenoCore.Art.StreamEdge ini Stream Edge recharging. Named by DA_XenoCore_StreamEdge.CooldownTag.
Cooldown.XenoCore.Art.Topple ini Topple art recharging.
Cooldown.XenoCore.Art.VenomEdge ini Venom Edge recharging. Named by DA_XenoCore_VenomEdge.CooldownTag.
Cooldown.XenoCore.Art.WarSwing ini War Swing recharging. Named by DA_XenoCore_WarSwing.CooldownTag.
Cooldown.XenoCore.Art.WildDown ini Wild Down recharging. Named by DA_XenoCore_WildDown.CooldownTag.

GameplayCue

Tag Declared C++ symbol Description
GameplayCue.XenoCore.DamageTaken ini XenoCore's copy of Lyra's GCNL_Character_DamageTaken, adapted for pawn instigators, ally hits and crits shown as weak-spot hits. GE_XenoCore_Damage fires it; Lyra's own cue stays untouched for Lyra's weapons.
GameplayCue.XenoCore.Heal native GameplayCue_XenoCore_Heal The blue bloom on a heal. Executed on the ally - the effect belongs where the HP went, not on the caster - and the cue notify lives in Content/GameplayCues/ because that is the plugin's registered cue path.
GameplayCue.XenoCore.Hit native GameplayCue_XenoCore_Hit Cosmetic feedback for a landed hit - camera shake and force feedback. Invoked with explicit cue parameters so Instigator is populated, which the GE-driven cue path never does.
GameplayCue.XenoCore.Hit.Blocked native GameplayCue_XenoCore_Hit_Blocked Particles on a blocked hit, on the defender.
GameplayCue.XenoCore.Hit.Critical native GameplayCue_XenoCore_Hit_Critical Particles on a critical hit, on the defender. Fires beside the hit cue, never instead of it.
GameplayCue.XenoCore.Hit.Evaded native GameplayCue_XenoCore_Hit_Evaded Particles on an evaded hit, on the defender.
GameplayCue.XenoCore.LevelUp native GameplayCue_XenoCore_LevelUp Burst on each body that gained a level. Executed by UXenoCoreProgressionComponent.
GameplayCue.XenoCore.Reaction.Break ini Pink burst while Break is applied. GE_XenoCore_Reaction_Break.
GameplayCue.XenoCore.Reaction.Daze ini Looping over the head while Dazed. GE_XenoCore_Reaction_Daze.
GameplayCue.XenoCore.Reaction.Topple ini Burst at the feet as Topple lands. GE_XenoCore_Reaction_Topple.
GameplayCue.XenoCore.Revive native GameplayCue_XenoCore_Revive Burst on a party member brought back to life.
GameplayCue.XenoCore.Status.Buff ini Looping aura while any buff status (bIsBuff) is active. Shared: removing one buff ends it.
GameplayCue.XenoCore.Status.Debuff ini Looping aura while any debuff status is active. Shared: removing one debuff ends it.
GameplayCue.XenoCore.Swing native GameplayCue_XenoCore_Swing The swing: whoosh and blade trail. A cue rather than montage notifies, because notify object references would not persist through scripted authoring and the cue path is already proven.
GameplayCue.XenoCore.Switch native GameplayCue_XenoCore_Switch Burst on the body the player has just taken control of.
GameplayCue.XenoCore.TalentReady native GameplayCue_XenoCore_TalentReady Looping weapon aura while the Talent Gauge is full. Added and removed beside the loose Status.XenoCore.TalentReady tag by UXenoCoreStatSet, its only writer.

HUD

Tag Declared C++ symbol Description
HUD.Slot.XenoCore.BottomCenter native HUD_Slot_XenoCore_BottomCenter HUD extension point: bottom centre, stacking upwards. Check it against the battle palette before using it.
HUD.Slot.XenoCore.Center native HUD_Slot_XenoCore_Center HUD extension point: the centre of the screen, entries overlaid.
HUD.Slot.XenoCore.FullScreen native HUD_Slot_XenoCore_FullScreen HUD extension point: fills the screen behind the rest of the HUD, entries overlaid.
HUD.Slot.XenoCore.TopCenter native HUD_Slot_XenoCore_TopCenter HUD extension point: top centre of the screen, stacking downwards.
HUD.Slot.XenoCore.TopRight native HUD_Slot_XenoCore_TopRight HUD extension point: top right, below the autosave badge, stacking downwards.

InputMode

Tag Declared C++ symbol Description
InputMode.Game native InputMode_Game CommonUI's game input mode. Gameplay mapping contexts match only while it is present (DefaultInput.ini).
InputMode.Menu native InputMode_Menu CommonUI's menu input mode, set while a Menu-mode screen is active.

InputTag

Tag Declared C++ symbol Description
InputTag.XenoCore.CameraReset ini R3 - recentre the camera behind the character. Bound via InputData_XenoCore to GA_XenoCore_CameraReset.
InputTag.XenoCore.Interact ini Face button Right (Nintendo A / Xbox B) or E - open a treasure chest or any other IInteractableTarget.
InputTag.XenoCore.InteractSecondary ini Face button Left (Nintendo Y / Xbox X) or F - the second verb an interactable offers, which for an NPC with a trade table is Trade. Granted with GA_XenoCore_InteractPressSecondary via AbilitySet_XenoCore_Interact.
InputTag.XenoCore.MinimapOverlay ini L3 (or M) - open and close the full-screen minimap overlay, the L3 view from XC1's Definitive Edition. UXenoCoreGameplayAbility_MinimapOverlay via AbilitySet_XenoCore_Input; independent of the corner minimap.
InputTag.XenoCore.PaletteConfirm ini Gamepad_FaceButton_Bottom or SpaceBar - perform the selected palette entry. Cycling does not perform, so this is the only way to start or stop a state.
InputTag.XenoCore.PaletteDown ini D-pad Down - move the palette carousel down. Not disengage; that stays on the face button.
InputTag.XenoCore.PaletteLeft ini D-pad Left - move along the arts row toward the left art. Selection only; confirm performs it.
InputTag.XenoCore.PaletteRight ini D-pad Right - move along the arts row toward the right art. Selection only; confirm performs it.
InputTag.XenoCore.PaletteUp ini D-pad Up - move the palette carousel up. Selection only; confirm performs it.
InputTag.XenoCore.PartyCommand ini X tap (or F), anywhere - toggles the Focus Attacks tactic for the whole party. Tap trigger on IA_XenoCore_PartyCommand; GA_XenoCore_PartyTacticFocus via the leader-only set.
InputTag.XenoCore.PartySelect ini LT or RT hold (or Z / C) - open the party cursor on the HUD rows; the D-pad moves it, releasing commits. Hold trigger on IA_XenoCore_PartySelect; GA_XenoCore_PartySelect via the leader-only set.
InputTag.XenoCore.PartySwitch ini RT tap (or C) - switch control to the next party member, rotating the column. Tap trigger on IA_XenoCore_PartySwitch; GA_XenoCore_PartySwitch via the leader-only set (AbilitySet_XenoCore_Interact)
InputTag.XenoCore.PartySwitchPrev ini LT tap (or Z) - switch control to the previous party member. Tap trigger on IA_XenoCore_PartySwitchPrev; GA_XenoCore_PartySwitchPrev via the leader-only set.
InputTag.XenoCore.PartyTactics ini X hold (or F), anywhere - holds the party tactics list open until released. Hold trigger (not one-shot) on IA_XenoCore_PartyTactics; GA_XenoCore_PartyTacticsPanel via the leader-only set.
InputTag.XenoCore.QuestTracker ini View/Back (Gamepad_Special_Left) or J - hide and show the HUD quest tracker (the triggers cycle the party).
InputTag.XenoCore.TacticsScopeNext ini RB (or Tab) while the tactics list is held open - the orders are for the next member. IA_XenoCore_TacticsScopeNext; GA_XenoCore_TacticsScopeNext.
InputTag.XenoCore.TacticsScopePrev ini LB (or Q) while the tactics list is held open - the orders are for the previous member. IA_XenoCore_TacticsScopePrev; GA_XenoCore_TacticsScopePrev.
InputTag.XenoCore.TargetModeExit ini B - leave target mode.
InputTag.XenoCore.TargetNext ini R bumper - acquire a target, or cycle to the next one. Granted to GA_XenoCore_TargetNext.
InputTag.XenoCore.TargetPrev ini L bumper - cycle to the previous target. Granted to GA_XenoCore_TargetPrev.
InputTag.XenoCore.ToggleMenu ini Opens and closes the XenoCore menu. Bound in IMC_XenoCore and granted with GA_XenoCore_ToggleMenu via AbilitySet_XenoCore_Hero.

Status

Tag Declared C++ symbol Description
Status.XenoCore.Arming native Status_XenoCore_Arming The draw or sheathe montage is running on this character. Applied by ActivationOwnedTags on GA_XenoCore_Arm_v2, which waits on PlayMontageAndWait, so the tag's lifetime is the animation's and it clears on interruption too.
Status.XenoCore.ArtExecuting native Status_XenoCore_ArtExecuting An Art's montage is running on this character. Applied by ActivationOwnedTags on UXenoCoreGameplayAbility_Art, so it clears on cancellation too.
Status.XenoCore.AutoAttacking native Status_XenoCore_AutoAttacking Held by GA_XenoCore_AutoAttack while its loop runs. The arts palette highlights its Attack slot from this.
Status.XenoCore.Buff.AgilityUp ini Agility x1.3. GE_XenoCore_Status_AgilityUp.
Status.XenoCore.Buff.EtherDefUp ini Ether Defence x1.3. GE_XenoCore_Status_EtherDefUp.
Status.XenoCore.Buff.EtherUp ini Ether x1.3. GE_XenoCore_Status_EtherUp.
Status.XenoCore.Buff.Haste ini Hasted - auto-attacks come round faster (AutoAttackSpeed x1.3). GE_XenoCore_Status_Haste.
Status.XenoCore.Buff.MaxHealthUp ini HP Up - Max HP up by the applier's percent (XC1: Hero's Valour). GE_XenoCore_Status_MaxHealthUp.
Status.XenoCore.Buff.PhysicalDefUp ini Physical Defence x1.3. GE_XenoCore_Status_PhysicalDefUp.
Status.XenoCore.Buff.Regenerate ini Regenerating - heals every second; strength from the art's Magnitude. GE_XenoCore_Status_Regenerate.
Status.XenoCore.Buff.StrengthUp ini Strength x1.3. GE_XenoCore_Status_StrengthUp.
Status.XenoCore.Celebrating native Status_XenoCore_Celebrating Loose, on a party body while its battle-won emote plays (UXenoCoreBattleVictorySubsystem).
Status.XenoCore.Debuff.AgilityDown ini Agility x0.7. GE_XenoCore_Status_AgilityDown.
Status.XenoCore.Debuff.Bind ini Bound - cannot move (also grants Gameplay.MovementStopped). GE_XenoCore_Status_Bind.
Status.XenoCore.Debuff.Blaze ini Burning - damage every second; strength from the art's Magnitude. GE_XenoCore_Status_Blaze.
Status.XenoCore.Debuff.Bleed ini Bleeding - damage every second; strength from the art's Magnitude. GE_XenoCore_Status_Bleed.
Status.XenoCore.Debuff.Chill ini Chilled - damage every second; strength from the art's Magnitude. GE_XenoCore_Status_Chill.
Status.XenoCore.Debuff.EtherDefDown ini Ether Defence x0.7. GE_XenoCore_Status_EtherDefDown.
Status.XenoCore.Debuff.EtherDown ini Ether x0.7. GE_XenoCore_Status_EtherDown.
Status.XenoCore.Debuff.PhysicalDefDown ini Physical Defence x0.7. GE_XenoCore_Status_PhysicalDefDown.
Status.XenoCore.Debuff.Poison ini Poisoned - damage every second; strength from the art's Magnitude. GE_XenoCore_Status_Poison.
Status.XenoCore.Debuff.Slow ini Slowed - auto-attacks come round slower (AutoAttackSpeed x0.7). Granted by GE_XenoCore_Status_Slow.
Status.XenoCore.Debuff.StrengthDown ini Strength x0.7. GE_XenoCore_Status_StrengthDown.
Status.XenoCore.Defence.Evade native Status_XenoCore_Defence_Evade Owned by the evade reaction while the defender plays its dodge clip.
Status.XenoCore.Defence.Guard native Status_XenoCore_Defence_Guard Owned by the guard reaction while the defender plays its block clip.
Status.XenoCore.Defence.Recoil native Status_XenoCore_Defence_Recoil Owned by the recoil reaction while a blocked attacker staggers back (sourced 0.5-1.0s)
Status.XenoCore.Downed native Status_XenoCore_Downed A party member at 0 HP - kneeling, unable to act, waiting for a revive. Owned by UXenoCoreGameplayAbility_Downed.
Status.XenoCore.FirstStrikeSpent native Status_XenoCore_FirstStrikeSpent Loose: this body has landed its first hit of the current battle (First Strike Plus is spent)
Status.XenoCore.InBattle native Status_XenoCore_InBattle Pawn is engaged - drives combat stance, auto-attack timer and battle BGM.
Status.XenoCore.InteractAvailable ini Held by GA_XenoCore_Interact while its scan has at least one interactable in range. GA_XenoCore_PaletteConfirm lists it in ActivationBlockedTags, which is what makes Nintendo A contextual: near a chest it opens, otherwise it performs the palette entry.
Status.XenoCore.Looting native Status_XenoCore_Looting A loot panel is on screen waiting for the player to answer a chest. Applied as a loose tag by UXenoCoreLootPopupBase for its own lifetime plus a release delay.
Status.XenoCore.Reaction native Status_XenoCore_Reaction Parent of Break/Topple/Daze. Tested hierarchically to ask whether a target is reacting at all - e.g. crit is x1.5 instead of x1.25 against one that is.
Status.XenoCore.Reaction.Break native Status_XenoCore_Reaction_Break Susceptible to Topple. No CC of its own - Break does nothing to the target by itself, which is why it needs no animation, only a notification.
Status.XenoCore.Reaction.Daze native Status_XenoCore_Reaction_Daze Stunned and stripped of auras. 2s on enemies.
Status.XenoCore.Reaction.Topple native Status_XenoCore_Reaction_Topple Knocked down and unable to act. 3s standard, 4.5s on Mechon, 1.5s on some superbosses.
Status.XenoCore.ReviveOffered native Status_XenoCore_ReviveOffered On the player while the interact prompt offers Revive - arts refuse, so the shared A button revives and does not also cast.
Status.XenoCore.TacticsOpen native Status_XenoCore_TacticsOpen On the leader while the tactics panel is held open (hold X). Blocks the target-cycle bumpers, which step the panel's scope instead.
Status.XenoCore.TalentReady native Status_XenoCore_TalentReady The Talent Gauge is full and the Talent Art can be used. Flipped by UXenoCoreStatSet.
Status.XenoCore.TargetMode native Status_XenoCore_TargetMode Target mode is engaged - a target is selected, indicator and HUD are up. ActivationOwnedTags on GA_XenoCore_TargetMode.

UI

Tag Declared C++ symbol Description
UI.Layer.Menu native UI_Layer_Menu Lyra's menu UI layer. Ours only because two of our .cpp files name it - see the header.
UI.Layer.Modal native UI_Layer_Modal Lyra's modal UI layer - confirmation dialogs and the settings screen's popups.

XenoCore

Tag Declared C++ symbol Description
XenoCore.Art.Magnitude.Cooldown native XenoCore_Art_Magnitude_Cooldown SetByCaller carrying an art's cooldown seconds into GE_XenoCore_ArtCooldown. One effect serves every art: the duration comes through here and the granted tag through the spec's DynamicGrantedTags, so no per-art cooldown asset exists to inherit somebody else's tag.
XenoCore.Art.Magnitude.Damage native XenoCore_Art_Magnitude_Damage SetByCaller channel carrying an art's damage multiplier. UXenoCoreDamageExecution reads it and scales the hit by it (0 or unset = 1)
XenoCore.Art.Magnitude.Heal native XenoCore_Art_Magnitude_Heal SetByCaller channel carrying a healing art's magnitude onto ULyraHealthSet::Healing. Same effect asset as damage - the art's EffectType picks the channel.
XenoCore.Art.School.Ether native XenoCore_Art_School_Ether Present on the spec when the attack is ether. Absent means physical.
XenoCore.Battle.Message.Notification native XenoCore_Battle_Message_Notification Battle text over an actor - miss, break, topple, daze, critical, a buff name. One channel for all of them, so a new notification is a caller, not a system.
XenoCore.Battle.Message.Won native XenoCore_Battle_Message_Won The fight is won: the last enemy engaged with the party died. Broadcast once per fight by UXenoCoreBattleVictorySubsystem, which also plays the fanfare and the party's victory emotes.
XenoCore.Collectable.Message.Collected native XenoCore_Collectable_Message_Collected An overworld blue orb was walked into and its item banked. Payload FXenoCoreCollectableCollectedMessage.
XenoCore.Damage.Critical native XenoCore_Damage_Critical Added to a damage spec's dynamic asset tags when it rolls a critical, so the spec's cues see it in AggregatedSourceTags. GCNL_XenoCore_DamageTaken treats it like a weak-spot hit: crit number style and the weak-spot hit-confirm sound.
XenoCore.Damage.Magnitude.Blocked native XenoCore_Damage_Magnitude_Blocked SetByCaller on a damage spec: 1 = blocked, so UXenoCoreDamageExecution applies BlockMultiplier. Set by the caller after RollAttack.
XenoCore.Enemy.Message.Defeated native XenoCore_Enemy_Message_Defeated An enemy died. Broadcast from AXenoCoreEnemyCharacter::HandleDeathStarted, which is already where the EXP and the drop chest go - OnDeathStarted is the moment the kill is real.
XenoCore.Equipment.Message.SlotChanged native XenoCore_Equipment_Message_SlotChanged An equipment slot was filled or emptied.
XenoCore.Equipment.Slot.Arms ini Arm armour.
XenoCore.Equipment.Slot.Chest ini Chest armour.
XenoCore.Equipment.Slot.Feet ini Foot armour.
XenoCore.Equipment.Slot.Head ini Head armour.
XenoCore.Equipment.Slot.Legs ini Leg armour.
XenoCore.Equipment.Slot.Weapon ini The character's weapon. Fixed per character in XC1 - Shulk is always the Monado.
XenoCore.Event.Combat.Block native XenoCore_Event_Combat_Block Gameplay event on the defender's ASC when it blocks a physical hit. Instigator = the attacker.
XenoCore.Event.Combat.Blocked native XenoCore_Event_Combat_Blocked Gameplay event on the attacker's ASC when its physical hit is blocked. Target = the blocker.
XenoCore.Event.Combat.Critical native XenoCore_Event_Combat_Critical Gameplay event on the attacker's ASC when a hit crits. Target = who was struck.
XenoCore.Event.Combat.Evade native XenoCore_Event_Combat_Evade Gameplay event on the defender's ASC when it evades an attack. Instigator = the attacker.
XenoCore.Event.Combat.Kill native XenoCore_Event_Combat_Kill Gameplay event on the killer's ASC as an enemy dies. Target = the victim.
XenoCore.Event.Combat.Miss native XenoCore_Event_Combat_Miss Gameplay event on the attacker's ASC when the agility roll misses. Target = who dodged.
XenoCore.Event.HitReact native XenoCore_Event_HitReact Sent to the victim when damage lands. GA_XenoCore_HitReact triggers on it and picks a direction from the payload.
XenoCore.Event.Interact ini Sent by GA_XenoCore_InteractPress on the interact input and awaited by GA_XenoCore_Interact, which then calls TriggerInteraction.
XenoCore.Event.MeleeHit native XenoCore_Event_MeleeHit Fired by UXenoCoreAnimNotify_GameplayEvent on the swing's contact frame. The auto-attack applies damage on this, never on a timer.
XenoCore.Event.SwitchTarget ini Sent by GA_XenoCore_TargetNext/Prev. Triggers GA_XenoCore_TargetMode when idle; caught by its WaitGameplayEvent when active.
XenoCore.Gem.Socket.0.Id native XenoCore_Gem_Socket_0_Id Socket 1 of an equipment instance: the socketed gem's registry id. 0 is empty.
XenoCore.Gem.Socket.0.Value native XenoCore_Gem_Socket_0_Value Socket 1 of an equipment instance: the socketed gem's strength.
XenoCore.Gem.Socket.1.Id native XenoCore_Gem_Socket_1_Id Socket 2 of an equipment instance: the socketed gem's registry id. 0 is empty.
XenoCore.Gem.Socket.1.Value native XenoCore_Gem_Socket_1_Value Socket 2 of an equipment instance: the socketed gem's strength.
XenoCore.Gem.Socket.2.Id native XenoCore_Gem_Socket_2_Id Socket 3 of an equipment instance (weapons only): the socketed gem's registry id. 0 is empty.
XenoCore.Gem.Socket.2.Value native XenoCore_Gem_Socket_2_Value Socket 3 of an equipment instance (weapons only): the socketed gem's strength.
XenoCore.Gem.Strength native XenoCore_Gem_Strength A loose gem's rolled value, on the gem item's own instance. Rolled once inside its rank's band when the instance is created (UXenoCoreFragment_Gem::OnInstanceCreated)
XenoCore.Inventory.Message.Changed native XenoCore_Inventory_Message_Changed The party bag gained or lost items. Broadcast by UXenoCoreInventoryStatics and nothing else.
XenoCore.Item.Category.Collectables ini Field pickups. Trade fodder at 10x value.
XenoCore.Item.Category.Equipment ini Weapons and armour.
XenoCore.Item.Category.Items ini Consumables, arts manuals, gems.
XenoCore.Item.Category.Key ini Story items. Cannot be sold or discarded.
XenoCore.Item.Rarity ini Item rarity tiers. Picked on the Item Category fragment.
XenoCore.Item.Rarity.Common ini White name. Any chest.
XenoCore.Item.Rarity.Legendary ini Purple name. Gold chests.
XenoCore.Item.Rarity.Rare ini Gold name. Silver chests and better.
XenoCore.Loot.Message.ChestOpened native XenoCore_Loot_Message_ChestOpened A treasure chest was opened. Payload FXenoCoreChestOpenedMessage carries what went into the bag and what the carry cap refused - the seam the reward panel binds to.
XenoCore.Map.Marker.Monster native XenoCore_Map_Marker_Monster Minimap marker: a living enemy (XC1 manual p. 8, the red dot)
XenoCore.Map.Marker.QuestGiver native XenoCore_Map_Marker_QuestGiver Minimap marker: an NPC with a quest to offer or to take back (XC1 manual p. 9)
XenoCore.Map.Marker.QuestTarget native XenoCore_Map_Marker_QuestTarget Minimap marker: something the active quest wants - an enemy it counts, or its giver once it is ready to hand in. Derived by the minimap, never registered.
XenoCore.Map.Marker.Shop native XenoCore_Map_Marker_Shop Minimap marker: an NPC who runs a shop (XC1 manual p. 10)
XenoCore.Map.Marker.UniqueMonster native XenoCore_Map_Marker_UniqueMonster Minimap marker: a living unique (named) enemy.
XenoCore.Palette.Action.Cancel native XenoCore_Palette_Action_Cancel Palette entry that leaves target mode. Not an ability - the target-mode ability cancels itself, since routing that through a second ability would be circular.
XenoCore.Party.Message.Changed native XenoCore_Party_Message_Changed The roster, the active party or the leader changed. Broadcast by UXenoCorePartyComponent and nothing else.
XenoCore.Party.Message.TacticChanged native XenoCore_Party_Message_TacticChanged A party tactic changed, for the whole party or one member. Broadcast by UXenoCorePartyComponent only.
XenoCore.Party.Message.Wiped native XenoCore_Party_Message_Wiped The whole active party fell (Phase Defeated), then stood again at the respawn point (Phase Respawned). Broadcast by UXenoCorePartyComponent only.
XenoCore.PartyGauge.Message.Changed native XenoCore_PartyGauge_Message_Changed Broadcast by UXenoCorePartyGaugeComponent whenever the Party Gauge moves.
XenoCore.PartyGauge.Message.Refused native XenoCore_PartyGauge_Message_Refused Broadcast by UXenoCorePartyGaugeComponent::NotifyCannotAfford - something asked for bars the gauge does not hold.
XenoCore.PartyGauge.Reason.ArtBonus native XenoCore_PartyGauge_Reason_ArtBonus An art's positional bonus effect landed (side/back). XC1: +20.
XenoCore.PartyGauge.Reason.BurstAffinity native XenoCore_PartyGauge_Reason_BurstAffinity A Burst Affinity prompt was answered. XC1: +50.
XenoCore.PartyGauge.Reason.BurstAffinityPerfect native XenoCore_PartyGauge_Reason_BurstAffinityPerfect A Burst Affinity prompt was answered with perfect timing. XC1: +75.
XenoCore.PartyGauge.Reason.ChainAttack native XenoCore_PartyGauge_Reason_ChainAttack Bars spent starting a Chain Attack. XC1: all 3.
XenoCore.PartyGauge.Reason.ChainAttackKill native XenoCore_PartyGauge_Reason_ChainAttackKill An enemy was defeated during a Chain Attack. XC1: +100.
XenoCore.PartyGauge.Reason.Critical native XenoCore_PartyGauge_Reason_Critical A party member landed a critical hit. XC1: +10.
XenoCore.PartyGauge.Reason.Debug native XenoCore_PartyGauge_Reason_Debug Moved by a console command.
XenoCore.PartyGauge.Reason.Revive native XenoCore_PartyGauge_Reason_Revive Bars spent reviving an incapacitated ally. XC1: 1 bar.
XenoCore.PartyGauge.Reason.TensionAutoAttack native XenoCore_PartyGauge_Reason_TensionAutoAttack An auto-attack landed at Very High tension. XC1: +5.
XenoCore.Progression.Message.Changed native XenoCore_Progression_Message_Changed A party member banked EXP or levelled, or the purse changed. Broadcast by UXenoCoreProgressionComponent and nothing else.
XenoCore.Progression.Message.LevelUp native XenoCore_Progression_Message_LevelUp Broadcast once per award that raised at least one character's level, carrying every character it raised and the level each came from.
XenoCore.Quest.Message.Changed native XenoCore_Quest_Message_Changed A quest was offered, accepted, declined, progressed or turned in. Broadcast by UXenoCoreQuestComponent and nothing else.
XenoCore.Quest.Message.TurnedIn native XenoCore_Quest_Message_TurnedIn Broadcast once when a quest is handed in: FXenoCoreQuestTurnedInMessage names the quest and carries the payout, because a moment later the gold is a running total and the items are gone from the bag.
XenoCore.Skill.Value native XenoCore_Skill_Value SetByCaller: a behavioural skill's Effect Value, handed to its GameplayEffect by ApplySkillsToPawn.
XenoCore.SkillBonus.ArtPoints native XenoCore_SkillBonus_ArtPoints Skill bonus: % more AP from defeated enemies (XC1 effect 141: Spoils of War)
XenoCore.SkillBonus.BattleExperience native XenoCore_SkillBonus_BattleExperience Skill bonus: % more EXP from defeated enemies (XC1 effect 134)
XenoCore.SkillBonus.CriticalDamage native XenoCore_SkillBonus_CriticalDamage Skill bonus: % more damage on a critical hit (XC1 effect 81: Ultimate Strike)
XenoCore.SkillBonus.EtherDamageTaken native XenoCore_SkillBonus_EtherDamageTaken Skill bonus: % less ether damage taken (XC1 effect 80: Strength of Will)
XenoCore.SkillBonus.FirstStrike native XenoCore_SkillBonus_FirstStrike Skill bonus: % more damage on the first hit of a battle (XC1 effect 82: Opening Blow)
XenoCore.SkillBonus.HealingPower native XenoCore_SkillBonus_HealingPower Skill bonus: % more HP restored by the caster's healing arts (XC1: Healing Wisdom)
XenoCore.SkillBonus.PhysicalDamageTaken native XenoCore_SkillBonus_PhysicalDamageTaken Skill bonus: % less physical damage taken (XC1 effect 79: Body of Steel)
XenoCore.SkillBonus.QuestExperience native XenoCore_SkillBonus_QuestExperience Skill bonus: % more EXP from quest turn-ins (XC1: Rewarding Work)
XenoCore.Skills.Message.SkillLearnt native XenoCore_Skills_Message_SkillLearnt A character learnt a skill. Carries the member, branch and index, because the record only holds a count.
XenoCore.Stat.Agility native XenoCore_Stat_Agility Adds to accuracy and evasion. Armour Weight subtracts from it.
XenoCore.Stat.Ether native XenoCore_Stat_Ether Adds to the ether damage stat.
XenoCore.Stat.EtherDefence native XenoCore_Stat_EtherDefence Equipment only - a character has none innately.
XenoCore.Stat.MaxHealth native XenoCore_Stat_MaxHealth No description.
XenoCore.Stat.MoveSpeed native XenoCore_Stat_MoveSpeed Field movement speed, as a percent bonus (XC1: Nimble Feet). UXenoCoreStatSet::MoveSpeed.
XenoCore.Stat.PhysicalDefence native XenoCore_Stat_PhysicalDefence Equipment only - a character has none innately.
XenoCore.Stat.Strength native XenoCore_Stat_Strength Adds to the physical damage stat.
XenoCore.Stat.WeaponAttackMax native XenoCore_Stat_WeaponAttackMax High end of the weapon damage roll. The game caps the spread at min+99.
XenoCore.Stat.WeaponAttackMin native XenoCore_Stat_WeaponAttackMin Low end of the weapon damage roll.
XenoCore.Status.Duration native XenoCore_Status_Duration SetByCaller: seconds a status lasts, sent from an art's Effects entry. A status effect whose duration is SetByCaller reads it here.
XenoCore.Status.Magnitude native XenoCore_Status_Magnitude SetByCaller: a status's strength, sent from an art's Effects entry. What it means is the status's own - see each GE_XenoCore_Status_*'s description.
XenoCore.Talent.Magnitude.Charge native XenoCore_Talent_Magnitude_Charge SetByCaller channel carrying one auto-attack's worth of Talent Gauge onto GE_XenoCore_TalentCharge.
XenoCore.Targeting.Direction.Next ini Cycle forward. Carried on the SwitchTarget event payload as InstigatorTags.
XenoCore.Targeting.Direction.Prev ini Cycle backward. Same payload slot.
XenoCore.Targeting.Message.TargetChanged native XenoCore_Targeting_Message_TargetChanged Broadcast only by UXenoCoreGameplayAbility_TargetMode::SetCurrentTarget.
XenoCore.Time.Message.HourBlockChanged native XenoCore_Time_Message_HourBlockChanged The clock entered a new three-hour block - XC1's NPC schedule granularity.
XenoCore.Time.Message.Jumped native XenoCore_Time_Message_Jumped The time was set rather than reached: lighting snaps, the weather re-rolls.
XenoCore.Time.Message.PhaseChanged native XenoCore_Time_Message_PhaseChanged The clock entered a new phase - Morning 05-06, Day 06-17, Evening 17-19, Night 19-05 (XC1)
XenoCore.Tutorial.Trigger.BattleStarted native XenoCore_Tutorial_Trigger_BattleStarted Tutorial trigger: the party entered battle.
XenoCore.Tutorial.Trigger.EnemyNear native XenoCore_Tutorial_Trigger_EnemyNear Tutorial trigger: an enemy came within the Enemy Near Distance of the party leader.
XenoCore.Voice.Aid.Given native XenoCore_Voice_Aid_Given Healing or buffing an ally.
XenoCore.Voice.Aid.Received native XenoCore_Voice_Aid_Received Healed or buffed by an ally.
XenoCore.Voice.BattleStart.Follower.Even native XenoCore_Voice_BattleStart_Follower_Even A follower draws on an even enemy.
XenoCore.Voice.BattleStart.Follower.Strong native XenoCore_Voice_BattleStart_Follower_Strong A follower draws on a strong enemy.
XenoCore.Voice.BattleStart.Follower.Weak native XenoCore_Voice_BattleStart_Follower_Weak A follower draws on a weak enemy.
XenoCore.Voice.BattleStart.Leader.Even native XenoCore_Voice_BattleStart_Leader_Even Leader draws on an even enemy.
XenoCore.Voice.BattleStart.Leader.Strong native XenoCore_Voice_BattleStart_Leader_Strong Leader draws on an enemy well above the party.
XenoCore.Voice.BattleStart.Leader.Weak native XenoCore_Voice_BattleStart_Leader_Weak Leader draws on an enemy well below the party.
XenoCore.Voice.Critical native XenoCore_Voice_Critical Landed a critical hit.
XenoCore.Voice.Downed native XenoCore_Voice_Downed This character was downed.
XenoCore.Voice.Effort.Attack native XenoCore_Voice_Effort_Attack Auto-attack grunt. Overlaps other lines.
XenoCore.Voice.Effort.Block native XenoCore_Voice_Effort_Block Blocked a hit. Overlaps other lines.
XenoCore.Voice.Effort.Jump native XenoCore_Voice_Effort_Jump A jump grunt. Overlaps other lines.
XenoCore.Voice.Enemy.Last native XenoCore_Voice_Enemy_Last One enemy left.
XenoCore.Voice.Enemy.Low native XenoCore_Voice_Enemy_Low The enemy is nearly beaten.
XenoCore.Voice.Enemy.Reinforcement native XenoCore_Voice_Enemy_Reinforcement Another enemy joined the fight.
XenoCore.Voice.Evade native XenoCore_Voice_Evade Evaded an attack.
XenoCore.Voice.Field native XenoCore_Voice_Field Out-of-battle banter. Only after the party has been calm a while, with a long cooldown, never during dialogue.
XenoCore.Voice.Field.EnemySighted native XenoCore_Voice_Field_EnemySighted An enemy has come into view and the party is not yet fighting.
XenoCore.Voice.Field.Exchange native XenoCore_Voice_Field_Exchange Opens a two-person exchange: addressed to an ally, whose row names the Reply category.
XenoCore.Voice.Field.Idle native XenoCore_Voice_Field_Idle A remark to nobody in particular while the party stands about.
XenoCore.Voice.Field.Scenery native XenoCore_Voice_Field_Scenery A remark about where the party is.
XenoCore.Voice.Field.Talk native XenoCore_Voice_Field_Talk The player talked to this ally out of battle: a short voiced line in the dialogue box.
XenoCore.Voice.Field.Travel native XenoCore_Voice_Field_Travel A remark while the party is on the move (jogging behind the leader)
XenoCore.Voice.Field.WaitUp native XenoCore_Voice_Field_WaitUp The leader is pulling away from this companion.
XenoCore.Voice.Gauge.Bar native XenoCore_Voice_Gauge_Bar The Party Gauge filled a bar.
XenoCore.Voice.Gauge.Full native XenoCore_Voice_Gauge_Full The Party Gauge is full.
XenoCore.Voice.Hurt.Heavy native XenoCore_Voice_Hurt_Heavy Toppled or dazed.
XenoCore.Voice.Hurt.Light native XenoCore_Voice_Hurt_Light Took a hit. Overlaps other lines.
XenoCore.Voice.LevelUp native XenoCore_Voice_LevelUp This character levelled up.
XenoCore.Voice.LowHP native XenoCore_Voice_LowHP Own HP crossed below the low threshold.
XenoCore.Voice.Message.Spoke native XenoCore_Voice_Message_Spoke Broadcast by UXenoCoreBattleVoiceSubsystem when a line starts: speaker, category, take, duration. Subtitles and the face listen.
XenoCore.Voice.Miss native XenoCore_Voice_Miss Own attack missed.
XenoCore.Voice.Reaction.Break native XenoCore_Voice_Reaction_Break Break landed on the target.
XenoCore.Voice.Reaction.Daze native XenoCore_Voice_Reaction_Daze Daze landed on the target.
XenoCore.Voice.Reaction.Topple native XenoCore_Voice_Reaction_Topple Topple landed on the target.
XenoCore.Voice.Revive.Given native XenoCore_Voice_Revive_Given Reviving an ally. Rows set Addressee to name who.
XenoCore.Voice.Revive.Received native XenoCore_Voice_Revive_Received Stood back up by an ally.
XenoCore.Voice.TakeControl native XenoCore_Voice_TakeControl The player switched control to this character in battle.
XenoCore.Voice.TalentReady native XenoCore_Voice_TalentReady The Talent Gauge is full.
XenoCore.Voice.Victory.Clean native XenoCore_Voice_Victory_Clean Battle won comfortably.
XenoCore.Voice.Victory.Close native XenoCore_Voice_Victory_Close Battle won narrowly - someone was downed, or the leader is low.
XenoCore.Weather.Clear native XenoCore_Weather_Clear Clear skies - XC1's default everywhere, and what an area with no weather table always has.
XenoCore.Weather.Message.Changed native XenoCore_Weather_Message_Changed The weather changed.
XenoCore.Weather.Rain native XenoCore_Weather_Rain Rain - XC1 Bionis Leg 5%, Tephra Cave 5%, Colony 6 5%. Lowers the music.
XenoCore.Weather.Storm ini Thunderstorm - XC1 Bionis Leg 2%, Tephra Cave 3%. Rain plus lightning; lowers the music.