Gameplay tags¶
Designer · reference · No code
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 exampleXenoCoreGameplayTags::Status_XenoCore_InBattle. - Ini tags are declared in the plugin's
Config/Tags/XenoCoreTags.inibecause 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. |