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Simple JRPG: Turn-Based combat API-Classic, ATB, CTB, Action Points & Press Turn preview
Unity

Simple JRPG: Turn-Based combat API-Classic, ATB, CTB, Action Points & Press Turn

By Living Failure

FREE

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for Simple JRPG: Turn-Based combat API-Classic, ATB, CTB, Action Points & Press Turn 2 price observations from Jun 20, 2026 to Oct 31, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Jun 20, 2026: FREE. Unity First Price 2026-06-20 2026-06-27 Oct 31, 2026: FREE. Latest store price Jun 20, 2026 Oct 31, 2026
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FREELatest store price
FREEUnity First Price 2026-06-20 2026-06-27

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The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Simple JRPG: Turn-Based combat API-Classic, ATB, CTB, Action Points & Press Turn

  • Tools, Systems & Learning > Game Templates & Systems
  • Theme > Military & Combat
Still writing JRPG battle systems from scratch?

Seriously. Stop it.

Simple JRPG handles the battle flow so you can focus on what makes your game unique — your damage formulas, your status effects, your UI.

Set up your characters, pick a turn system, and start calling actions.

Simple JRPG manages turn order, tracks battle state, and notifies you whenever something happens so you can react however you want.

OFFLINE DOCUMENTATION HERE!

HOW IT WORKS
- Create a battle, add your characters, pick a turn system — your choice.
- Call actions like DealDamage, Heal, Revive, or Flee. You calculate the numbers, Simple JRPG applies them and tells your game what happened.
- Every action triggers an event — damage dealt, character knocked out, status applied, battle ended.
- Hook into any of these to update your UI, play animations, trigger sound effects, or run custom logic.
- Simple JRPG doesn't care what your stats look like, what "Fire" means in your game, or how you calculate damage. That's all yours.

5 TURN SYSTEMS INCLUDED

• Classic — Characters act in speed order, one round at a time. The standard JRPG turn system.

• ATB (Active Time Battle) — Each character has a gauge that fills based on their speed. When it's full, they can act. Faster characters act more often.

• Timeline / CTB — Every action has a cost. Heavy attacks push your next turn further away. Light actions let you act again sooner. A visible timeline shows who acts when.

• Press Turn — Teams take turns in phases. Each phase starts with a pool of action points. Smart plays conserve points; mistakes waste them.

• Action Point — Characters can save points by skipping their turn, then spend those saved points later for multiple actions in a row.

• Want something different? Implement the turn system interface and build your own. You can just do that if you want.

ACTIONS
- DealDamage — hit one target or a whole group
- Heal — restore HP to one target or a whole group
- Kill — instantly knock out a character
- Revive — bring a knocked-out character back
- ApplyStatus — apply any status effect (poison, stun, whatever you define)
- RemoveStatus — remove a status effect from a character
- ApplyBuff — apply any buff or debuff (attack up, defense down, your call)
- RemoveBuff — remove a buff or debuff from a character
- Flee — escape from battle
- RemoveCombatant — pull a character out of battle entirely
- EndBattle — manually end the battle with a specific outcome
- You could add more events if you want.

20 EVENTS
- Battle started, battle ended
- Turn started, turn ended
- Before damage, before heal (intercept and modify or cancel)
- Damage dealt, healed
- Character knocked out, character revived
- Status applied, status removed
- Buff applied, buff removed
- Fled, character removed
- Group damage dealt, group healed, group status applied, group buff applied

Every action fires an event.

There's no built-in UI or animation system — you listen for the events you care about and handle them your way.

INTERCEPT ACTIONS BEFORE THEY HAPPEN
- The "before damage" and "before heal" events fire before the action goes through.
- Change the damage amount, boost healing, or cancel the action entirely.
- Use these to build dodge mechanics, shields, damage reduction, healing amplification — anything.

BUILT-IN HELPERS
- Get all enemies, allies, alive characters, or dead characters with one call
- Full battle history — every action recorded with turn number and sequence
- Battle result summary — outcome, total turns, survivors
- Automatic win/loss detection

TEMPLATE GENERATOR
- Window > Simple JRPG > Generate Battle Controller
- Pick a turn system, name your script, hit Generate.
- Get a complete, ready-to-run script with placeholder logic and clear TODO comments showing you exactly what to customize.
- Attach it to a GameObject, hit Play, and you have a working battle.

YOUR CHARACTERS, YOUR RULES
- Your character class just needs to provide: a name, whether they're alive, which team they're on, their speed, and methods to take damage and heal.
- Beyond that, add whatever you want — MP, defense, elemental resistances, equipment, level, anything.
- Simple JRPG never touches your custom stats. It only uses what it needs to run the battle.

CLEAN, PORTABLE CODE
- No singletons, no global state, no MonoBehaviours, no ScriptableObjects.
- Create a battle, use it, done. Run multiple battles at the same time if you need to.

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