ABS Skills Settings - KageDesu/Alpha-ABS-Z GitHub Wiki

⚠️ Information actual for version 0.9.4 and above

If you don't know how create ABS skill - read this first


ABS Parameters Table

X - Number value
Z - Only 1 or 0 value (True = 1, False = 0)
S - Text value
A - Script action
E - Extended Value

Base Group

Parameter Description Values Default
radius:E skill effect zone radius in map cells. Minimum value is 1. map cells count 1
range:E max distance for skill, 0 - effect on self, 1 - effect on facing target (for melee) map cells count 1
direction:X 0 - facing direction, 1 - point position (mouse click position), 2 - point direction (mouse click direction) can be three values: 0, 1, 2 0
speed:E effect apply speed (fly to target speed), 0 - skill will be applied instantly, more 0 - for skill will be created projectile on map (vector) fly speed value, more - faster 0

Main Group

Parameter Description Values Default
friendlyEffect:Z if 1 - skill effect can be applied on allies (for create healing, buff or friendlyfire skills) - 0
opponentsEffect:Z if 1 - skill effect can be applied on enemies - 1
reloadTime:E or S skill reload (cooldown) time after using. See examples below Can be value in seconds or formula 0
targetLimit:E Max targets that skill can damage at same time. 0 - no limits. Number E 0
targetLimitType:E If targetLimit > 0, you can specify target selecting priority 0 - random, 1 - nearest, 2 - far. E 0
repeat:E Action repeat times AABSZ_RepeatSkills - 1
repeatOnUse:E Action repeat at start (using) times AABSZ_RepeatOnUse - 1
repeatDelay:E delay between action repeats, if repeat > 1 Milliseconds 120
usableIfState:E This skill available only if user affected by (have) State X State ID 0
usableIfTargetState:E This skill take effect only on target affected by (have) State X State ID 0
impulse:E Knockback character, where X - power. AABSZ_ImpulseType1 map cells count 0
impulseRandom:Z If 1 - knockback in random direction - 0
impulseJump:Z If 1 - character will jump on knockback instead of moving AABSZ_ImpulseType2 - 0
impulseReversed:Z If 1 - reversed impulse, bring enemy closer to you. Uses with impulse:X > 0 - 0
pierce:E Pierce targets, only for projectile skills AABZ_Pierce max targets count 0
pierceContinues:Z If 1 - pierce same targets if projectile still in target AABZ_ContinuesPierce - 0
explosive:E Extra damage in X radius area AABSZ_explosiveBase - 0
explosiveDmgKoef:E Damage coefficient from Skill damage, 1 - 100%, 0.5 - 50% From 0 to 1 1
explosiveDmgSkill:E Execute another ABS Skill on each target in affected area Skill ID 0
multiProjectile:E Starts multiple projectiles. 1 - In 4 directions, 2 - In diagonal, 3 - 8 directions. 4 - custom directions from customProjDirs 1,2,3,4 0
customProjDirs:X,X,... Custom directions for multiple projectile (See above). customProjDirs. Example: customProjDirs_absParam 1,2,3,4,6,7,8,9 -
fixProjWithCharDir:Z If 1 - fix multiple projectile direction with character direction fixProjWithCharDir - 1
homingProjectile:Z Only for projectiles. If 1 - projectile will follow target AABSZ_HomingProjectile - 0
swing:Z If 1 - damage multiple enemies by one hit. ⚠️ For melee skills only (radius <= 0). SwingSkill 0
swingKoef:E Swing damage coefficient from Skill damage, 1 - 100%, 0.5 - 50% From 0 to 1 1
teleport:Z If 1 - skill will teleport user to target point TeleportSkill 0
teleportInAnim:X Teleport start animation (in start point) Animation ID 0
teleportOutAnim:X Teleport end animation (in destination point) Animation ID 0
castingTime:E Skill casting (preparing) time. 0 - not casting. Casting progress gauge is NUI element and can be modified by editing data\AABSZ\NUI_PlayerCastingProgressBar.json file. In seconds 0
castingAnimation:S [Optional] AnimaX casting animation (will be looped) AnimaX Action Name ""
castingDelayWhenHit:X Add extra casting time if the character is damaged during the process In seconds 0
castingStopWhenHit:Z If 1 - Abort casting if the character is damaged during the process - 0
onCastingStartCE:X Common Event called when start casting Common Event ID 0
onCastingCompletedCE:X Common Event called when complete casting Common Event ID 0
onCastingAbortedCE:X Common Event called when abort casting) Common Event ID 0
castingRotation:Z Only for player. If 1 - player will rotate toward cursor while casting - 1
castingSE:S Casting start sound. Not looped. Automatically stops if casting is aborted (or finished) SE file name ""

Examples for reloadTime:

reloadTime: 4 \\ 4 seconds reload after skill using
reloadTime: this.agi - this.hp / 10 \\ reload time calculated by formula (result in seconds)

Examples for multiProjectile:

<multiProjectile:1>
AABSZ_MultiProj1

<multiProjectile:2>
AABSZ_MultiProj2

<multiProjectile:3>
AABSZ_MultiProj3


Map Group

Parameter Description Values Default
z:X Z (height) parameter uses by Projectile skills. If 2 or less skill will hit characters with below character priority. If 3 - will hit characters with same as character priority. If 4 - will hit above character priority 1,2,3,4 3
selectZone:Z If 1 - player can select skill damage zone on map and range should be > 0 - 0
selectorColor:S Select zone color for this skill HEX color #bf9324
selectorImg:S Select zone image for this skill . Can be empty, then will be colored (selectorColor) square filename from Pictures folder -
selectorOpacity:X Select zone image opacity level 0 - 255 220
skillImg:S Image for projectiles skills . File naming rules see below. file name from Pictures folder -
noRotationImage:Z Set 1 for disable projectile skill image rotation (facing fly direction) - 0
hitOffset:X Hit box size for projectile skill image in pixels 28
hitAnimationId:E Extra skill hit animation on map, if > 0 replace Animation from Database . Use this if you want that skill have different animation on map and in default battle Animation ID 0
noContact:Z For projectile skills. if 1 - skill executed always (like when range is out) , if 0 - only when reach target (point) - 0
animationOnMap:Z If 1 - animation will playing always on map, if 0 - depends on skill target (map or character) - 0
noPassRegions:X,X,... Not pass map regions ID (separated by comma) for this skill 1-255 -
noPassTerrains:X,X,... Not pass map terrain tags (separated by comma) for this skill 0-7 -
weaponMotion:Z Is should play weapon motion when use? - 0
weaponMotionType:X Weapon motion type ID, see Weapon Motions. 0 - weapon in hands. Works only with weaponMotion:1 ID 0
animaXPriority:X See Weapon Motions. 1 - priority. 0 - not priority. 2 - both animations 0, 1, 2 1
extraAnimation:S Extra animation filename. AABSZ_ExtraAnimation File naming rules same as for <skillImg> file name from Pictures folder -
extraAnimationOX:X Extra animation offset by X in pixels 0
extraAnimationOY:X Extra animation offset by Y in pixels 0
extraAnimationSE:S Extra animtion sound effect SE filename -
keepOutScreen:Z If 1 - projectile will continue fly when out of screen - 0

Projectile skill and Extra animations image filename rule

Example: firebullet(3,5).png

3 - frame count
5 - frame change speed

Examples of usage:

<ABS>
...
skillImg:firebullet(3,5)
extraAnimation:MeteorRain(19,3)
</ABS>

Animation Group

Parameter Description Values Default
animaXAction:S AnimaX plugin action for character when use skill, for more info read this Action Name -
actionStartDelay:X From 0 to X. Delay after skill animation animaXAction starts and before skill executed. Recommended not more then 60. in frames (60 = 1 second) 0

Example actionStartDelay:0

Example actionStartDelay:30


Other Group

Parameter Description Values Default
hideOutsideABS:Z if 1 - skill will be hided in default battle system, only can be used on map in ABS mode - 0
onHit:A Script called (relaitve target) when skill hit target Script action -
onStart:A Script called (relative skill user) when skill executed Script action -
onDone:A Script called (relative skill user) when skill ends Script action -
ssImg:S Image that will be using istead icon in Skill Slot AABSZ_ssimg_short image name from 📁 img/Alpha/ -
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