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โš”๏ธ ED5 Ultimate ABS — Action Battle System for RPG Maker MZ/MV

Transform your RPG Maker MZ or MV game into a real-time action RPG. Swing swords, cast spells, dodge attacks, chain combos, and fight multi-phase bosses — all on the map in real time. No turn-based battles. Full ARPG combat, right out of the box.

๐Ÿ“ฆ What's Included:
โ€ข 20 Modular Plugin Files — Use only what you need, or load them all
โ€ข ED5_ABS_AllInOne.js — Single-file version for quick setup
โ€ข 3 HUD Skins — Modern, Fantasy, and Retro (image-based, fully skinnable)
โ€ข Demo Project — A 30-minute playable dungeon crawl showcasing every feature
โ€ข Full Documentation — PDF manual, notetag cheat sheet, and video tutorials


โœจ Features

๐Ÿ—ก๏ธ Core Combat

  • Real-Time Action Combat — Attack, dodge, and cast skills on the map. No battle transitions.
  • Pixel-Perfect Hitboxes — Rectangle, circle, cone, line, and polygon collision shapes. Not tile-based — true pixel-accurate hit detection.
  • 10+ Projectile Types — Straight, homing, boomerang, hookshot, arc/grenade, beam, orbit, chain lightning, mine/trap, summon, wall, dash strike, and teleport.
  • Full Combo System — Branching combo trees with cancel windows, combo counters, damage multipliers, and combo finishers — just like fighting games.
  • Knockback & Stun — Configurable knockback power, direction, and stun duration on every skill.
  • Invincibility Frames — Configurable i-frames after taking damage or dodging.
  • Backstab Bonus — Extra damage for hitting enemies from behind.
  • Lifesteal, Piercing, Multi-Hit — Deep skill customization via simple notetags.

๐Ÿง  Enemy AI

  • State Machine AI — Enemies cycle through Idle โ†’ Patrol โ†’ Alert โ†’ Chase โ†’ Attack โ†’ Flee โ†’ Dead โ†’ Respawn.
  • Patrol Routes — Event move routes, random wander, or waypoint-based patrol with configurable wait times.
  • Conditional Skills — Enemies use different skills based on HP%, distance, target state, ally count, or random chance.
  • Formations — Enemies surround, line up, or flank the player as a coordinated group.
  • Telegraphed Attacks — Enemies pause and show a warning before heavy attacks, giving the player time to dodge.
  • Line of Sight — Enemies need a clear line of sight to detect the player. They can also "hear" nearby combat.
  • Leash Range — Enemies return to their origin if the player runs too far.
  • Call for Help — Enemies alert nearby allies when attacked.

๐Ÿ‘‘ Boss System

  • Multi-Phase Bosses — Define boss phases with HP thresholds, unique skill sets, speed changes, and behavior shifts via notetags.
  • Phase Transitions — Cutscenes, dialogue, animations, and invulnerability windows between phases.
  • Weak Points — Target specific body parts. Break limbs to disable attacks.
  • Telegraphed AoE — Ground markers show where attacks will land. Players must dodge.
  • Summon Waves — Bosses summon adds mid-fight.
  • Enrage Timer & Boss Music — BGM changes per phase, boss enrages after a time limit.
  • Boss HP Bar — Large centered bar with name and phase indicator.

๐Ÿ‘ฅ Party & Follower AI

  • 7 AI Modes — Follow, Aggressive, Defensive, Healer, Support, Passive, and Custom skill rotation.
  • Smart Targeting — Party members spread out across enemies instead of piling on one.
  • Formations — Line, diamond, spread, and cluster formations around the player.
  • Manual Commands — Order followers to attack, fall back, or use specific skills via hotkey.
  • Emergency Heal & Revive — Healer followers auto-heal low HP allies and revive downed party members.

๐Ÿ“Š Aggro & Threat

  • Threat Table — Every enemy tracks threat per actor. Damage, healing, buffs, and taunts all generate threat.
  • Taunt & Stealth — Taunt skills force enemies onto you. Stealth drops all threat.
  • Threat UI — Color-coded indicators on enemy HP bars show your threat level.

๐ŸŽฎ Movement & Input

  • 8-Direction Movement — Diagonal movement with proper sprite support and wall sliding.
  • Pixel Movement — Optional sub-tile positioning for smooth, fluid movement.
  • Dodge Roll — Double-tap or press a key to dodge with i-frames. Configurable distance and cooldown.
  • Dash & Dash Attack — Hold shift to sprint. Attack during dash for a special move.
  • Full Gamepad Support — Xbox/PS controller with analog sticks, triggers, and vibration.
  • Mouse & Touch — Click-to-move, click-to-attack, virtual joystick for mobile, and swipe dodge.
  • Rebindable Keys — In-game keybinding menu with conflict detection and presets.

๐Ÿ–ฅ๏ธ HUD & UI

  • Skinnable HUD — HP, MP, TP, EXP bars, face portrait, level badge, state icons, gold, ammo — all using image-based skins.
  • Drag-and-Drop Layout Editor — Press F8 in test mode. Click, drag, and resize any HUD widget. Export layouts as JSON.
  • 10-Slot Hotbar — Assign skills and items. Two hotbar pages. Visual cooldown sweeps, mana cost display, and ammo counters.
  • Damage Popups — Animated floating numbers for physical, magical, critical, heal, miss, dodge, guard, absorb, weakness, resist, and more.
  • Combo Counter — On-screen hit counter that scales with your combo, showing the damage multiplier.
  • Cast Bar — Progress bar during skill casting.
  • Interaction Prompts — "Press E to interact" appears near interactable events.

๐Ÿ—บ๏ธ Minimap

  • Auto-Generated Minimap — Reads tile data to draw walls, floors, and water automatically.
  • Fog of War — Unexplored areas stay hidden until the player walks through them. Saved per map.
  • Custom Icons — Mark events as chests, NPCs, bosses, or hide them from the minimap.
  • Full Map View — Press M to open a full-screen map.

๐Ÿ’Ž Loot & Drops

  • Visual Drops — Items burst out of enemies with bounce physics and scatter.
  • Loot Beams — Color-coded rarity beams: White (Uncommon), Blue (Rare), Purple (Epic), Orange (Legendary).
  • Auto-Pickup & Magnet — Walk over items to collect, or hold a key to vacuum nearby drops.
  • EXP Orbs & Gold Coins — Optional collectible EXP orbs and shiny gold coin drops.
  • Custom Drop Tables — Define per-enemy drop rates, quantities, and rarity via notetags.

โœจ VFX & Game Feel

  • Hit Stop — Brief frame freeze on impact for satisfying combat feel.
  • Screen Shake & Flash — Per-hit screen shake and white flash on critical hits.
  • Slow Motion — Time slowdown on killing blows.
  • Afterimages — Shadow trail during dash and dodge roll.
  • Particles — Fire, ice, lightning, sparkle, blood, holy, and dark particle presets.
  • Low HP Vignette — Red screen border when health is critical.

โšก Performance

  • Spatial Hash Grid — O(1) collision lookups instead of O(nยฒ) brute force.
  • Object Pooling — Reuses projectiles, sprites, and particles to prevent garbage collection spikes.
  • Frustum Culling — Skips updates and rendering for off-screen and distant entities.
  • Configurable Quality — High, Medium, and Low performance modes.
  • 200+ Enemies at 30+ FPS — Stress-tested for large-scale battles.

๐Ÿ”Œ Real-Time Status Effects

  • 18+ Effect Types — Poison, Burn, Bleed, Regen, Slow, Haste, Stun, Freeze, Sleep, Blind, Silence, Confuse, Charm, Fear, Root, Shield, Reflect, Invisible, Berserk, and Invincible.
  • Tick-Based Damage — Configurable tick rate and damage percentage.
  • Visual Overlays — Character tints, overlay graphics, and screen effects per state.
  • State Immunity & Stacking — Resistance stacking and immunity grants via notetags.

๐Ÿ“ Modular Architecture

Load only the modules you need. Every module beyond Core is optional.

File Required? Description
ED5_ABS_Core.js โœ… Yes Core engine, utilities, notetag parser, event bus, debug system
ED5_ABS_Performance.js โœ… Yes Spatial hash, object pooling, frustum culling, anti-lag
ED5_ABS_Input.js โœ… Yes Keyboard, gamepad, mouse, and touch input
ED5_ABS_Hitbox.js โœ… Yes Pixel-accurate collision — AABB, circle, cone, line, polygon
ED5_ABS_Projectiles.js โœ… Yes All projectile and tool types
ED5_ABS_Damage.js โœ… Yes Damage calculation, popups, knockback
ED5_ABS_States.js โœ… Yes Real-time status effects on the map
ED5_ABS_EnemyAI.js โœ… Yes State machine AI, patrol, formations, conditional skills
ED5_ABS_Loot.js โœ… Yes Drop system, auto-pickup, loot beams
ED5_ABS_Save.js โœ… Yes Save/load compatibility and migration
ED5_ABS_Commands.js โœ… Yes Plugin commands and script call API
ED5_ABS_Movement.js Optional 8-direction, pixel movement, dodge roll, dash
ED5_ABS_PartyAI.js Optional Follower AI modes, formations, commands
ED5_ABS_Aggro.js Optional Threat tables, taunt, stealth
ED5_ABS_Combos.js Optional Combo trees, chain attacks, combo counter
ED5_ABS_Boss.js Optional Multi-phase boss encounters
ED5_ABS_HUD.js Optional Skinnable HUD with drag-and-drop editor
ED5_ABS_Hotbar.js Optional 10-slot skill/item hotbar with cooldown display
ED5_ABS_Minimap.js Optional Auto-generated minimap with fog of war
ED5_ABS_VFX.js Optional Hit stop, slow motion, particles, afterimages, screen effects

Load Order: Core โ†’ Performance โ†’ Input โ†’ Hitbox โ†’ Movement โ†’ Projectiles โ†’ Damage โ†’ States โ†’ EnemyAI โ†’ PartyAI โ†’ Aggro โ†’ Combos โ†’ Boss โ†’ Loot โ†’ VFX โ†’ HUD โ†’ Hotbar โ†’ Minimap โ†’ Commands โ†’ Save


๐Ÿš€ Quick Start

Step 1 — Install Plugins

  1. Copy the ABS plugin files into your project's js/plugins/ folder.
  2. In RPG Maker's Plugin Manager, enable the plugins in the load order shown above.
  3. Configure plugin parameters to your liking (all have sensible defaults).

Step 2 — Set Up a Weapon

Open your weapon in the database and add these notetags to the Note box:

<absTool>
<toolRange: 1>
<toolSpeed: 0>
<toolCooldown: 30>
<toolKnockback: 2>
<toolIconProjectile: swing>

This creates a melee sword swing with 1 tile range, 2-tile knockback, and a 0.5 second cooldown.

Step 3 — Create an Enemy

Create an event on your map and add these notetags to the event's Note box:

<absEnemy>
<enemy: 1>
<sensor: 6>
<aiBehavior: aggressive>
<aiAttackSkill: 1>
<respawn: 300>

This creates an aggressive enemy that detects the player within 6 tiles, attacks with skill 1, and respawns after 5 seconds.

Step 4 — Play!

Run your game. Press A to attack. Use Q, W, E, R for skill slots. Dodge with Shift. Enjoy real-time combat!


๐Ÿท๏ธ Notetag Reference

Skills / Items / Weapons

Notetag Description Example
<absTool> Mark as an ABS tool (required) <absTool>
<toolRange: x> Range in tiles <toolRange: 5>
<toolSpeed: x> Projectile speed (1-10, 0 = melee) <toolSpeed: 6>
<toolCooldown: x> Cooldown in frames (60 = 1 sec) <toolCooldown: 45>
<toolCastTime: x> Cast time before firing (frames) <toolCastTime: 30>
<toolBehavior: type> Projectile type (straight, homing, arc, beam, boomerang, hook, orbit, chain, trap, summon, wall, dashStrike, teleport) <toolBehavior: homing>
<toolGraphic: name> Character sheet graphic for projectile <toolGraphic: FireBall>
<toolIconProjectile: mode> Use item's icon as projectile (static, animated, spin, swing) <toolIconProjectile: spin>
<toolKnockback: x> Knockback power in tiles <toolKnockback: 3>
<toolStun: x> Stun duration in frames <toolStun: 30>
<toolPiercing: bool> Pass through enemies <toolPiercing: true>
<toolLifesteal: x> % of damage healed to user <toolLifesteal: 25>
<toolAmmo: x> Required item ID (consumed per use) <toolAmmo: 5>
<toolSpecial: type> Multi-shot (triple, quintuple, circle, cone, cross) <toolSpecial: triple>
<toolHitAnimation: x> Animation ID on target when hit <toolHitAnimation: 8>
<toolScreenShake: p,s,d> Screen shake on hit (power, speed, duration) <toolScreenShake: 5,5,10>
<absHitbox: type, ...> Custom hitbox shape <absHitbox: circle, 0, 0, 32>
<comboNext: x> Next skill ID in combo chain <comboNext: 12>
<comboWindow: x> Frames to input next combo step <comboWindow: 30>

Enemy Event Notetags

Notetag Description Example
<absEnemy> Mark event as ABS enemy (required) <absEnemy>
<enemy: x> Enemy database ID <enemy: 5>
<sensor: x> Detection range in tiles <sensor: 8>
<aiBehavior: type> AI type (aggressive, defensive, passive, stationary) <aiBehavior: aggressive>
<aiAttackSkill: x> Primary skill ID for attacks <aiAttackSkill: 10>
<aiAttackSkills: x, y, z> Multiple skills (random pick) <aiAttackSkills: 10, 12, 15>
<aiSkillCondition: cond, id> Use skill when condition is met <aiSkillCondition: hp < 50, 20>
<patrol: type> Patrol behavior (route, random, waypoints) <patrol: random, 4>
<respawn: x> Respawn time in frames <respawn: 300>
<aiLeashRange: x> Max chase distance from origin <aiLeashRange: 15>
<noKnockback> Immune to knockback <noKnockback>
<bossBar: true> Show large boss HP bar <bossBar: true>
<aiFormation: type> Coordinated group behavior (surround, line, flank) <aiFormation: surround>

Map Notetags

Notetag Description
<disableAbs> Disables ABS on this map (towns, cutscenes, etc.)
<absMode: paused> Set map ABS mode (active, paused, cutscene)
<minimapHidden: true> Hide minimap on this map

โš™๏ธ Plugin Commands (MZ)

All commands are available through RPG Maker MZ's Plugin Command system. For MV, use script calls instead.

Command Description
ED5 ABS Enable / Disable Turn ABS on or off
ED5 ABS Pause / Resume Pause/resume ABS (enemies freeze)
ED5 ABS AssignSkill (slot, skillId) Assign a skill to a hotbar slot
ED5 ABS UseSkill (skillId) Force the player to use a skill
ED5 ABS SetInvincible (frames) Make player invincible for X frames
ED5 ABS SpawnEnemy (enemyId, x, y) Spawn an enemy at a position
ED5 ABS SetEnemyAI (eventId, behavior) Change an enemy's AI behavior at runtime
ED5 ABS FollowerMode (actorId, mode) Set follower AI mode
ED5 ABS FollowerFormation (type) Set party formation (line, diamond, spread, cluster)
ED5 ABS ShowBossBar (eventId) Show the boss HP bar for an event
ED5 ABS CameraShake (power, speed, dur) Trigger screen shake
ED5 ABS SlowMotion (duration, factor) Trigger slow motion effect
ED5 ABS SpawnDrop (type, id, x, y) Spawn an item drop at a position

๐Ÿ“œ Script Call API (MV & MZ)

For advanced users who prefer script calls in event commands or custom plugins:

// General
ED5.ABS.enable();
ED5.ABS.disable();
ED5.ABS.isActive();
// Player
ED5.ABS.player.useSkill(skillId);
ED5.ABS.player.assignHotbar(slot, skillId);
ED5.ABS.player.setInvincible(frames);
// Enemies
ED5.ABS.enemy.spawn(enemyId, x, y);
ED5.ABS.enemy.setAI(eventId, 'aggressive');
ED5.ABS.enemy.getHP(eventId);
ED5.ABS.enemy.setHP(eventId, hp);
// Party
ED5.ABS.party.setFormation('diamond');
ED5.ABS.party.setFollowerMode(actorId, 'healer');
// HUD
ED5.ABS.hud.show();
ED5.ABS.hud.hide();
ED5.ABS.hud.showBossBar(eventId);
// Camera & VFX
ED5.ABS.camera.shake(5, 5, 30);
ED5.ABS.camera.zoom(1.5, 60);
ED5.ABS.camera.focus(eventId, 60);
// Loot
ED5.ABS.loot.spawn('item', 5, x, y);
// Combo
ED5.ABS.combo.getHitCount();
ED5.ABS.combo.getBestCombo();
// Aggro
ED5.ABS.threat.getTable(eventId);

๐ŸŽฎ Default Controls

Action Keyboard Gamepad
Attack A X
Skill 1 Q Y
Skill 2 W B
Skill 3 E LB
Skill 4 R RB
Dodge Shift A
Follower Command K D-Pad Up
Toggle Minimap M Select
Swap Hotbar Page Tab LT (Hold)

All keys are fully rebindable via the in-game options menu or plugin parameters.


๐Ÿงช Example: Fireball Skill

Here's a complete fireball skill setup using notetags:

<absTool>
<toolRange: 8>
<toolSpeed: 6>
<toolCooldown: 90>
<toolCastTime: 20>
<toolBehavior: straight>
<toolGraphic: FireBall>
<toolIndex: 0>
<toolKnockback: 2>
<toolHitAnimation: 12>
<toolCastAnimation: 5>
<toolScreenShake: 3, 3, 8>
<toolTrail: true>
<toolTrailColor: #ff4400>
<toolBlendMode: 1>

This fires a glowing fireball that travels 8 tiles, knocks enemies back 2 tiles, shakes the screen on hit, and leaves a fiery trail.

๐Ÿงช Example: Homing Lightning

<absTool>
<toolRange: 10>
<toolSpeed: 8>
<toolCooldown: 120>
<toolBehavior: homing>
<toolPiercing: true>
<toolStun: 45>
<toolHitAnimation: 15>
<vfxParticle: lightning>

A fast homing bolt that tracks the nearest enemy, pierces through all targets, and stuns for 0.75 seconds.

๐Ÿงช Example: Multi-Phase Boss

<absEnemy>
<enemy: 10>
<bossBar: true>
<noKnockback>
<sensor: 12>
<bossPhases>
  phase 1: hp > 75
    skill: 10, 12
    speed: 3
    behavior: aggressive
  phase 2: hp > 50
    skill: 15, 18, 20
    speed: 4
    behavior: aggressive
    animation: 25
    dialogue: The dragon roars with fury!
  phase 3: hp > 25
    skill: 22, 25, 28
    speed: 5
    behavior: berserk
    summon: 6, 3
  phase 4: hp > 0
    skill: 30
    speed: 6
    behavior: desperate
    invincible: 60
</bossPhases>

A 4-phase boss that gets faster, learns new skills, summons minions at 25% HP, and goes berserk at the end.


๐Ÿ“‹ Requirements

  • RPG Maker MZ or RPG Maker MV (v1.6+)
  • No other plugins required — fully standalone
  • Compatible with most popular plugins (VisuStella, YEP, etc.) — see documentation for details

๐Ÿ“„ Terms of Use

  • โœ… Use in commercial and non-commercial RPG Maker MZ/MV projects
  • โœ… Modify the plugin code for your own projects
  • โŒ Do not redistribute, resell, or share the plugin files
  • โŒ Do not claim the plugin as your own work
  • ๐Ÿ“ Credit ED5 in your game credits

๐Ÿ†˜ Support

๐Ÿ’ฌ Discord: Join our support server for help, bug reports, and feature requests.
๐Ÿ“ง Email: Reach out via itch.io messages.
๐Ÿ“– Docs: Full PDF manual, notetag cheat sheet, and video tutorials included with purchase.

โš”๏ธ Stop settling for basic combat. Build the action RPG you've always wanted. โš”๏ธ

Updated 3 days ago
Published 10 days ago
StatusReleased
AuthorChigooX
GenreAction
Tags2D, abs-plugin, plugin, RPG Maker, RPG Maker MZ

Purchase

Get this game and 8 more for $39.99 USD
View bundle
Buy Now$19.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $19.99 USD. You will get access to the following files:

ED5_ABS_Core.js 28 kB