Is it possible to have automatic firing in the game?
Not sure what you mean by automatic. Do you mean like it'll will constantly keep using a skill even though you aren't pressing anything? If so it might be possible with a parallel event and 1 single script call that makes the user use a skill.
Is it possible to have a randomized but predetermined in terms of degee value spread of projectiles? And make an ability/weapon fire projectiles in an arc?
I will be adding in an option to be able to offset the angle, so you can make spread-shot like skills. As for arc, circle, spiral movements, they may be included later on as I rather focus on completing other features first.
What is the variety of properties that the projectiles may have? Knockback, apply state, damage decreased over distance, reflect from surfaces once/twice/til projectile hits an enemy, et cetera.
Knockbacks can be made using the action "target move direction distance" in the <absOnDamage> tag. Applying states is still the same as default MV, just add the state in the effects box. Damage decreased over distance and reflection / bouncing aren't possible yet, they do sound interesting but can't say if I'll add or not.
Is it possible to make weapons/abilities use ammo, and of varying amount? For instance, casting a spell costs 1 rune stone but casting a more powerful spell costs 3 rune stones. Or make the weapons/abilities themselves degrade with use?
You can always create an ammo system with mp or tp. Weapons/abilities degrading, do you mean like you can only use them for X amount of times then they get unequipped / unlearned ? Might be possible at the moment using common events when a skill is used. But I'll probably make a separate add on and include it with ammo system.
Is it possible to have a neutral NPC whom acts "normally" (i.e: as a normal event, allowing dialogues and et cetera) until it receive by the player, at which point it turns into an enemy? Or simply that an event turns into an enemy if it detects you using an ability on the map or near it.
Right now that's only possible if you disable the default AI and event your own.
Is it possible for two events to fight each other?
I started the ABS with that in mind, so it's possible to add in. But I probably won't be adding it in since I just created a very simple AI that will always aim for the player if it's a damaging skill, and not sure how much work it would be to change. But I will add in the ability to create an enemy that can be hurt by other enemies, but not sure about doing the AI.
Is it possible to have items / additional equipment / states that increase, decrease, or alter the efficiency/properties of an existing weapon/ability?
Which efficiency / properties do you mean? Right now the only abs related action that gets altered by a parameter is the "knockback" feature "target move direction distance", You can pick which parameter effects it, but it should be a parameter with a value between 0.0 - 1.0, If the parameter is 1.0 then that target can not be moved, if it's 0.5 then it will only move half the distance.
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