Classic Jrpg Engine (battlesystem and exploration)

With this engine you can create and customize heroes, monsters, items, attacks, battle encounters, environmental puzzles, quest, dungeon to explore without write a single line of code! Only to customize the hit/miss rule or the damage calculation rule, you could need to write some code, but it is really easy to do.



* Demo
*Official Topic for questions and support

Features:

* Turn based combat system:
- Stats: Hp, Mp, Strength, Defence, Magic, Magic Defence, Endurace, Critical Hit, Accuracy, Dodge, Speed
The list is easily customizable
- Buff (stat up), debuff (stat down), state alterations (mute, charmed, confused, fury, no attacks), continuous effects, protection against some type of attacks, multiple action in a turn, repeat last action, add attack type
you can stick one of those to a target (or multiple targets) by percentage chance or by stat resistance check
- Physical attacks (Crushing, Piercing, Slashing) and Magical attacks (Fire, Ice, Water, Electricity, Wind, Earth, Biological, Holy, Demonic, Heal)
The list is easily customizable
- Attack resistances (Weak, Normal, Strong, Immune, Absorb, Mirror)
- Charged attacks that require multiple turns
- Super attacks available after charge a special bar
- Battle actions (damage HP/MP, heal, revive HP/MP, drop HP/MP to value, absorb HP/MP)
- single actions, flurry of actions, target only me, target, only one ally, target only one enemy, target all enemies, target everyone
- Special actions (steal, escape battle)
- use consumable item in battle
- battle can start fair or by ambush (heroes surprise monsters or monsters surprise heroes)

* items:
- consumables (like heal target, remove effect on target, deal damage to the target)
- equipable items (can have stats buff/debuff)
- weapon types (axe, bare hands, bow, crossbow, dagger, gun, hammer, spear, sword, wand, whip)
The list is easily customizable
each weapon can give peculiar attacks at the characters that equip it
(Example: you can have a Slashing attack with an axe, or a flurry of bullets (Piercing) with an uzi)
- armor types (clothes, light armor, medium armor, heavy armor)
The list is easily customizable
armors can raise or decrease your attacks resistances
- accessories (can also buff/debuff)
- customizable body parts for equip location You can build no-humanoid characters

* save system (by checkpoints, like rest at the inn, or free everywhere)
* loot system
* desktop and mobile input system
* multilingual support
* shops:
- list items by type
- compare item to equipped one
- can auto-equip right after purchase
* use curves to describe stats progression trough level ups

* exploration mode:
- chest and locked chest
- keys and doors (door can require multiple keys)
- pressure plate
- signpost
- npc (talk, buy, save, rest, give quest, joint the party)
- monster that can wander and ambush
- puzzles with levers, brazier to lit and similar stuff
- easy system to link different unity scenes through exit-scene triggers

* UI:
- manage party screen
- manage equip screen
- inventory screen
- battle actions screen
- options screen
- home screen
- game over screen
- win battle recap screen
- save and load screen
- dialog visual novel like screen
- shop screen
- pathfinder system with Unity tilemap