Xenoblade Chronicles 2 is an action role-playing game developed by Monolith Soft and published by Nintendo for the Nintendo Switch. Data miners have managed to find out some interesting Xenoblade 2 new fighting mechanics, check out the details below.
Xenoblade 2 New Fighting Mechanics
Some data for Siren using fighting mechanics has been uncovered by dataminers and it’s unclear whether these mechanics will be part of the DLC, the main game or just a one-time thing, it includes Blade Combos and Party Gauges, it’s possible that these replace Chain Attacks or Full Burst for the Torna DLC.
There’s also mention of an enemy Siren and currently, there’s no indication that it can be used in the world for now. Here’s the data dump, for now, let us know in the comments how you interpret it and we’ll add it to this article.
if ( btl::CharacterParameter::IsBuff((btl::CharacterParameter *)v6, 29) & 1 ) { btl::CharacterParameter::GetBuffEffect((btl::CharacterParameter *)v6, 29); v116 = v116 + (float)(v119 * 0.01); } btl::EffectManager::GetCircleDamageBonusRate( (btl::EffectManager *)mm::mtl::PtrSingleton<btl::EffectManager>::sys(void)::s_instance, *(char *)(v5 + 3807)); v121 = v116 + v120; btl::SirenBattleManager::GetDamageBonus( (btl::SirenBattleManager )mm::mtl::PtrSingleton<btl::SirenBattleManager>::sys(void)::s_instance, ((_QWORD *)(v5 + 3821) >> 15) & 1); *(float *)&v2 = v121 + v122; if ( *(_BYTE *)(v5 + 3822) & 0x80 )
gf::GfMenuReference::setIraSirenInfoGauge(uint,float) .text 0000000000448E3C 00000084 00000020 FFFFFFFFFFFFFFF8 R . . . B T .
gf::GfMenuObjPartyGauge::openSirenEN(void) .text 000000000055ECFC 000000A0 00000060 FFFFFFFFFFFFFFF8 R . . . B T .
gf::GfMenuObjPartyGauge::setLockSirenEN(bool) .text 000000000055EE3C 000000AC 00000070 FFFFFFFFFFFFFFF8 R . . . B T .
gf::GfMenuObjPartyGauge::SirenListener::~SirenListener() .text 000000000055F63C 00000004 R . . . . T . gf::GfMenuObjPartyGauge::GaugeListener::~GaugeListener() .text 000000000055F638 00000004 R . . . . T .
btl::SirenBattleManager::GetGaugeRate(bool) btl::SirenBattleManager::SIREN_SP_GAUGE_DATA::Set(float)
btl::SirenBattleManager::SIREN_SP_GAUGE_DATA::SetByPartyGauge(void) .text 00000000000A6304 0000005C 00000020 FFFFFFFFFFFFFFF8 R . . . B T .
gf::GfMenuReference::setIraSirenInfoGauge(uint,float) gf::GfMenuReference::setIraSirenInfoLv(uint,uchar) gf::GfMenuReference::setIraSirenInfoDown(uint,bool) gf::GfMenuReference::setIraSirenInfoCompete(uint,bool) gf::GfMenuReference::getIraSirenInfo(uint)
gf::GfMenuObjPartyGauge::dispSirenPT(bool) gf::GfMenuObjPartyGauge::openSirenEN(void) gf::GfMenuObjPartyGauge::closeSirenEN(void) gf::GfMenuObjPartyGauge::setLockSirenEN(bool) gf::GfMenuObjPartyGauge::GaugeListener::reciveEvent(ui::EventData const&,uint) gf::GfMenuObjPartyGauge::SirenListener::reciveEvent(ui::EventData const&,uint) gf::GfMenuObjPartyGauge::GaugeListener::~GaugeListener() gf::GfMenuObjPartyGauge::SirenListener::~SirenListener()
btl::SirenBattleManager::SirenBattleManager(void) btl::SirenBattleManager::~SirenBattleManager() btl::SirenBattleManager::~SirenBattleManager() btl::SirenBattleManager::Create(void) btl::SirenBattleManager::Initialize(void) btl::SirenBattleManager::Destroy(void) btl::SirenBattleManager::Finalize(void) btl::SirenBattleManager::DeleteGimmickCamera(float) btl::SirenBattleManager::NotifyMapChange(void) btl::SirenBattleManager::NotifyInputSpAttack(void) btl::SirenBattleManager::IsEnableSpAttack(bool) btl::SirenBattleManager::NotifyDownEnd(bool) btl::SirenBattleManager::NotifySpawnAnimation(uint,float,char const) btl::SirenBattleManager::ForceBlow(bool) btl::SirenBattleManager::LodProc(int) btl::SirenBattleManager::NotifyLodFieldBreak(bool) btl::SirenBattleManager::PreUpdate(fw::UpdateInfo const&) btl::SirenBattleManager::PreUpdateProc(fw::UpdateInfo const&) btl::SirenBattleManager::Update(fw::UpdateInfo const&) btl::SirenBattleManager::UpdateProc(fw::UpdateInfo const&) btl::SirenBattleManager::InitializeSpGauge(bool) btl::SirenBattleManager::SIREN_SP_GAUGE_DATA::SetByPartyGauge(void) btl::SirenBattleManager::GetSituationPointData(btl::SirenBattleManager::SITUATION_POINT_DATA &,int,bool) btl::SirenBattleManager::GetSituationCameraName(int) btl::SirenBattleManager::GetShootBulletNum(bool) btl::SirenBattleManager::SetSirenObject(btl::BattleCharacter const) btl::SirenBattleManager::IsRegisterSiren(void) btl::SirenBattleManager::SetGimmickCamera(mm::mtl::IntrusivePtr<fw::Camera>) btl::SirenBattleManager::IsCameraProc(void) btl::SirenBattleManager::IsEnableOperate(void) btl::SirenBattleManager::GetDamageBonus(bool) btl::SirenBattleManager::GetGaugeRate(bool) btl::SirenBattleManager::SIREN_SP_GAUGE_DATA::Set(float) mm::mtl::PtrSingleton<btl::SirenBattleManager>::~PtrSingleton()
We’re not exactly sure what else could be included in the DLC and how much of the supposed data here is accurate, but we’ll find out soon enough. More on the datamining updates here.
What do you think about these Xenoblade 2 new fighting mechanics? Let us know in the comments below