ABS Parameters for enemies - KageDesu/Alpha-ABS GitHub Wiki

ABS Parameters

// X - Number value
// Z - Boolean value (1 or 0)
// S - String value
Parameter Description Values Default
<viewRadius:X> on how many map cells sees enemy cells count 5
<returnRadius:X> how many cells maximum enemy can escape from the last position where he fought cells count 12
<escapeOnBattle:Z> whether to escape from player during a battle when there is no available actions or waiting for attack cool down 0
<canSearch:Z> can enemy hear everything happening around him (the reaction to the battle near (in the area of viewRadius)) 1
<noFight:Z> no fight at all 0
<reviveTime:X> time (in seconds) to reborn after death seconds or 0 (no reborn) 0
<regen:Z> out of combat health regeneration 1
<agressive:Z> always approach the player 1
<noMove:Z> can't moving during battle 0
<noEmote:Z> no balloon animation 0
<slow:Z> not accelerating in pursuit 0
<rage:Z> switch the target to the one who caused more damage 1
<ignoreObstacles:Z> see through restricted regions 0
<heavy:Z> ignore impulse 0
<showHP:Z> mini HP bar always visible (PRO) 0
<returnType:X> how enemy return to home after chasing 0 - teleport, 1 - walk, 2 - not return (stay) 0
<teamId:X> enemy team, 0 - player party. Enemies in same team no fight each others team number 1
<cEonStart:X> call common event when this enemy starts fight common event ID or 0 0
<cEonEnd:X> call common event when this enemy leave battle common event ID or 0 0
<cEonDeath:X> call common event when this enemy is died common event ID or 0 0
<cEinBattle:X> call common event each second when enemy in battle common event ID or 0 0
<motion:Z> this enemy using battle motion 0
<motionOffset:X> offset for motion image by Y coordinate in pixels 0
<faceName:S> img\faces image name for Target UI face -
<faceIndex:X> face index on face image for Target UI 0
<HPBarStyle:S> map HP bar style ID ID in UIGauges.json -
<canLooting:X> can looting dead corpses? (Only for summon) 1
<supportSkillID:X> skill used on the player (Only for summon) Skill ID or 0 0
<sBattleMode:X> standard battle mode see this 0
<sChangeModeAllowed:Z> can Player change summon unit battle mode in game? 1
<level:X> monster level (see Enemy Level System ) 0
<noFightIfLvlBelow:X> (see Enemy Level System ) level difference 0
<runAwayIfLvlBelow:X> (see Enemy Level System ) level difference 0
<cEvIfLvlNotSame:X> (see Enemy Level System ) common event ID or 0 0
<barrierElemId:X> (see Absorb Barriers ) Element ID 0
<barrierHp:X> (see Absorb Barriers ) Element Barrier HP 0
<tVisor:X> (see Enemy Vision ) cells count 0
<sideVisor:Z> (see Enemy Vision ) 0
<supportSkillID:X> See Support Ability Skill ID or 0 0
<teleportDist:X> to target teleport max distance (see Teleport Ability ) Map cells 0
<teleportOut:X> from target (escape) teleport max distance (see [Teleport Ability]) Map cells 0
<teleportRest:X> cooldown time between teleport (see [Teleport Ability]) Seconds 3
<teleportRate:X> chance to apply teleport movement (see [Teleport Ability]) In % 100
<reviveMaxCount:X> limit revive count on map revive count or 0 - no limit 0
<noAutoLoot:Z> if you set 1, this enemy will not have auto looting even if Plugin Parameter Auto Loot is ON 0
<weaponMotionId:X> enemy will use weapon motion graphic (img/system/Weapons_.png). 0 - nothing Index of weapon image 0

Database

// Not one of the ABS parameter is not required, you can create enemy with empty Note. 
// In this way all parameters will sets automatically with default values.

Puts ABS parameters in Note section.

ABS Map Event

You can write ABS parameters directly in event for create unique instances. This parameters will override database parameters and take effect only on this instance of enemy (this event on Map).

⚠️ Available since build 1240
You can extend hit box for enemy added special comment for ABS Event

Comments:

extend U 1 - extend hit box up for 1 cell (recommended for tall characters)
extend L 1
extend R 1
extend D 1

Outer Settings

You can write ABS parameters in .JSON file once then just inherit them
Outer settings


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