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ABS States

Pheonix KageDesu edited this page Oct 17, 2025 · 11 revisions

⚠️ Information actual for version 0.10.3 and above

ABS States and Buffs Guide

This guide covers how States and Buffs work in the Alpha ABS Z system, including their unique timing mechanics, configuration options, and visual customization.

Table of Contents

Buffs and Debuffs

AABSZ_BuffsSeconds

Timing System

When the ABS system is Active: 1 turn = 1 second (Map Scene only)
In Menu or Default Battle: Buffs work as usual with turn-based timing

How Buffs Work in ABS

  • Parameter modifications (ATK, DEF, etc.) apply immediately
  • Duration countdown happens in real-time seconds instead of turns
  • Visual indicators show remaining time
  • Stacking rules follow standard RPG Maker mechanics

ABS States

Creating ABS States

To create an ABS State, add <ABS> to a State's Note field in the database.

<ABS>
</ABS>

Compatibility

  • Standard Battle: ABS States work normally in default battle system
  • ABS Rules: Special timing and behavior only apply on Map Scene with ABS enabled
  • Backward Compatible: Non-ABS states continue working as usual

State Removal Conditions

ABS States have unique removal rules that differ from standard RPG Maker timing:

1. Battle End Removal

When: Remove At Battle End is checked
Trigger: State is removed when ABS system is turned OFF
Script: After calling uAPI.pauseABS()

2. Time-Based Removal

When: Auto-Removal Timing = Turn End
Trigger: State is removed after Duration in Turns seconds

AABSZ_StateSeconds

Example: Duration = 10 means the state lasts for 10 seconds in ABS mode

3. Action-Based Removal

When: Auto-Removal Timing = Action End
Trigger: State is removed after Duration in Turns actions performed
Actions Include: Attacks, skills, item usage

AABSZ_StateActionCount

Example: Duration = 3 means the state lasts for 3 actions (attacks/skills/items)

Removal Priority

  1. Action Count (if Action End timing)
  2. Time Limit (if Turn End timing)
  3. Battle End (if ABS system disabled)
  4. Manual Removal (via script or other effects)

Movement Restrictions

Stun/Immobilization

Since version 0.7.5, you can create stun effects using the Cannot Move restriction.

AABSZ_stunState

How Stun Works

  • Movement Blocked: Character cannot move using directional input
  • Actions Allowed: Character can still perform skills and attacks
  • Visual Feedback: Character sprite may show restricted animation
  • Duration: Follows normal state removal rules (time or action-based)

Use Cases

  • Crowd Control: Prevent enemy movement while allowing counterplay
  • Puzzle Mechanics: Create movement-based challenges
  • Combat Strategy: Tactical positioning effects

Other restriction options work as usual (Cannot Use Magic, Cannot Use Skills, etc.)


Visual Overlays

Standard SV Overlays

Since version 0.7, you can use State [SV] Overlay animations for visual effects.

stateOverlay

Examples of SV Overlay Effects

Poison Effect
AABSZ_StateOverlay1

Fire/Burn Effect
AABSZ_StateOverlay2

Custom Image Overlays

Since version 0.9, you can use custom overlay images with the <svOverlay:NAME> notetag.

stateOverlay

Custom Overlay Requirements

  • Location: Place in img/pictures/ folder
  • Size: 768 x 96 pixels total
  • Format: 8 frames of 96 x 96 pixels each
  • Animation: Frames play in sequence automatically

Usage Example

<ABS>
<svOverlay:MyCustomEffect>
</ABS>

This will use img/pictures/MyCustomEffect.png as the overlay animation.

Overlay Best Practices

Use appropriate colors that contrast with game environments
Keep animations subtle to avoid visual clutter
Test visibility on different map backgrounds
Consider performance when using many animated overlays


ABS State Parameters

You can define custom ABS parameters in the Note section for enhanced state behavior. Parameters without <> must be placed between <ABS> and </ABS> tags.

Parameter Types

// X - Number value
// Z - Boolean value (1 = True, 0 = False)  
// S - Text/String value
// A - Script Action (see SActions guide)

Complete Parameter Reference

Parameter Type Description Example Default
onStart:A Script Action Executes when state is applied <onStart:se_Bell1,an_50> -
onEnd:A Script Action Executes when state is removed <onEnd:ef_shake_5> -
onTick:A Script Action Executes every second while active <onTick:an_75> -
activeSkill:X,X,X Skill ID, Rate, Radius (0 - self) Auto-cast skill during state <activeSkill:25,2,3> -
speedMod:X Float Modifies movement speed <speedMod:0.5> -
<svOverlay:S> String Custom overlay image name <svOverlay:PoisonEffect> -

Parameter Details

Script Actions (onStart, onEnd, onTick)

Use ABS Script Actions (SActions) for advanced behavior:

<ABS>
onStart:se_StateApply,ba_1     // Play sound + show balloon when applied
onTick:an_68                   // Show damage animation every second  
onEnd:ef_shatter_4_4,sw_10_true // Shatter effect + activate switch when removed
</ABS>

Active Skill (activeSkill:SKILL_ID,RATE,RADIUS)

Automatically executes a skill on targets while the state is active:

ActiveState

Parameters:

  • SKILL_ID: Database skill ID to execute
  • RATE: Execute once every X seconds (default: 1)
  • RADIUS: Target selection radius in tiles (0 = self only)

Examples:

activeSkill:45,1,0    // Cast skill 45 on self every 1 second
activeSkill:78,3,2    // Cast skill 78 on targets within 2 tiles every 3 seconds  
activeSkill:12,0.5,1  // Cast skill 12 on nearby targets twice per second

Speed Modification (speedMod)

Multiplies character movement speed by the specified value:

speedMod:0.5   // Slow down by 50% (half speed)
speedMod:1.2   // Speed up by 20% (1.2x speed)  
speedMod:0.1   // Nearly immobilized (very slow)
speedMod:2.0   // Double speed

Example State Configurations

Poison State (DOT - Damage Over Time)

<svOverlay:PoisonBubbles>
<ABS>
onStart:se_Poison
activeSkill:89,2,0    // Cast poison damage skill every 2 seconds on self
speedMod:0.8         // Slightly slower movement
</ABS>

Haste/Speed Boost State

<ABS>
onStart:an_speed_boost,se_SpeedUp
speedMod:1.5          // 50% faster movement
onTick:an_75          // Show speed effect animation every second
onEnd:se_SpeedDown
</ABS>

Regeneration State

<ABS>
onStart:ba_4          // Show heal balloon
activeSkill:91,3,0    // Cast heal skill every 3 seconds  
onTick:an_heal_sparkle
</ABS>

⚠️ Find more examples in the Demo Project, map "Active State" (ID 34) 🗺️


UI Configuration

Player States and Buffs Display

Character active buffs and debuffs are displayed in the top-left corner by default.

AABSZ_BuffsIcons

Enemy States Display

Enemy states appear on the Enemy Info UI when targeting or hovering over enemies.

ABSZ_StatesOnEnemyInfo

For detailed enemy UI customization, see the Enemy Info (UI) guide.

States Above Characters

Since version 0.7.5, states can optionally appear above characters on the map.

Player States Above Character
AABSZ_StatesAbove1

Enemy States Above Character
AABSZ_StatesAbove2

Plugin Parameters Configuration
AABSZ_StateIconsPP

NUI Style Customization

You can customize the appearance and behavior of states/buffs by editing NUI style files in the data\AABSZ\ folder.

Available Style Files

File Purpose Description
NUI_CharacterBuffItem.json Individual buff icon styling Size, text, effects for buff icons
NUI_CharacterStateItem.json Individual state icon styling Size, text, effects for state icons
NUI_CharacterBuffsContainer.json Buff container layout Position, spacing, max count for buffs
NUI_CharacterStatesContainer.json State container layout Position, spacing, max count for states

NUI Editor Access

2022-08-16_16-17-59

Customization Options

Icon Display

  • Size: Adjust icon dimensions (default: 32x32)
  • Spacing: Control distance between icons
  • Maximum Count: Limit number of visible icons
  • Text Overlays: Show remaining time/actions

Positioning

  • Container Position: Move entire buff/state area
  • Individual Spacing: Adjust gaps between icons
  • Above Character: Enable floating state icons
  • Margins and Offsets: Fine-tune positioning

Visual Effects

  • Outline Effects: Add borders to icons
  • Text Formatting: Customize fonts, colors, sizes
  • Animation: Control fade-in/out effects
  • Background: Add background images or colors

Configuration Examples

Larger Icons with Custom Position

// In NUI_CharacterBuffItem.json
"bindings": {
    "size": {
        "width": 40,   // Larger than default 32
        "height": 40
    }
}

Different State Container Position

// In NUI_CharacterStatesContainer.json
"bindings": {
    "position": {
        "x": "center",     // Center horizontally
        "y": "10hdp"       // 10 pixels from top
    }
}

Show More Icons

// In container files
"constants": {
    "maxElements": 12,    // Show up to 12 instead of 8
    "itemPosition": {
        "x": "prevEndX + 4", // Closer spacing
        "y": "center"
    }
}

Troubleshooting UI Issues

Icons not showing

  • Check Plugin Parameters for states/buffs display settings
  • Verify NUI files are not corrupted
  • Ensure state icons are assigned in database

Text not displaying correctly

  • Check font settings in NUI files
  • Verify text color contrasts with background
  • Ensure font files are available

Position issues

  • Use browser developer tools to inspect elements
  • Test with different screen resolutions
  • Check for conflicting plugin effects

Best Practices

Keep it readable: Don't make icons too small or cluttered
Test thoroughly: Check visibility in different game scenarios
Backup originals: Save copies before modifying NUI files
Use consistent styling: Match your game's visual theme


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