Dev Diary: Alpha ABS Z. Combat System Overhaul

Version 0.10.X brings a complete rewrite of how skills interact with their targets. This upgrade greatly improves precision, flexibility, and performance for all combat mechanics.


๐ŸŽฏ Skill & Target Colliders (Hurtbox / Hitbox System)

The biggest change: no more 48×48 grid dependency!

  • Every target (enemy, player, event) now has its own Hitbox โ€” a collider that defines its body area.
  • Every skill has a Hurtbox โ€” the area it affects.
  • These colliders no longer need to use whole numbers:

    • Before: radius: 1, 2, 3 = 48, 96, 144px.
    • Now: you can use 1.5 (72px), 0.2 (10px), and more.

This results in massively improved hit detection. Landing hits and dodging incoming attacks is more precise than ever โ€” especially when using pixel-based movement!


All ABS events and Player now have body area collider – Hitboxes


All ABS skills also use collider (Hurtbox) for determine impact


Hit example


โš™๏ธ Compatibility with Existing Skills

Worried about updating old skills? Donโ€™t be.

โœ… The new system is fully compatible with all your current skill settings.

No need to redo your skills โ€” theyโ€™ll work right out of the box with the new collider-based system.


Improved area selection skill (highlighting enemies based on their colliders)


๐Ÿงฑ Hitboxes for Events


Special comment for setup custom HitBox for event or enemy

This makes character-specific hit detection (e.g. for big bosses or small NPCs) easy and consistent.

But not just for ABS enemies anymore!

  • Standard events can now be assigned Hitboxes using simple plugin commands or notetags.
  • This allows them to:

    • Execute commands while in the area of skill impact
    • Block or interact with projectiles

๐Ÿง Player Hitbox Customization

Players now also use a configurable Hitbox:

  • Define it globally in the plugin parameters
  • Or individually via notetags on actors or characters

๐Ÿš€ Projectile System Overhaul

Projectiles got a complete rewrite too!

  • Now use true pixel movement, completely independent of the tile grid
  • Every projectile has its own collider, interacting directly with Hitboxes
  • Precision and smoothness in projectile behavior is vastly improved


All projectiles have own impact area (purple circle on screenshot). The size can be changed in the skill settings.


After hitting the target, the skill’s impact zone (HurtBox – a large red circle on screenshot) is activated and damage is dealt to everyone in that zone. The area can be configured in the skill settings.

Complex projectile features also supported:

  • pierce โ€“ hit multiple enemies at row
  • explosive โ€“ area-of-effect on impact
  • customProjDirs โ€“ control the angles of projectile spreads
  • multiProjectile โ€“ shoot multiple at once
  • homingProjectile โ€“ tracks the nearest target (follow target)

๐Ÿ›  Event Interaction & New Syntax

  • Events can still:

    • React to being hit by a projectile
    • Block or trigger actions
  • However, syntax for projectile-event interaction has changed, so be sure to check the new documentation for updated comment tags.


Example of event that blocks all projectiles except certain skill with ID 301