Well first thing I see is that it states no coding required and it is node based. Min has a number of things implemented but you would still have to modify things to suit your kind of game. If you read through the documentation you can see everything my tool will provide. And I have a tutorial series to show a base implementation of things. But you are still the one that must decide what to modify keep, enhance and tweak based on the needs of your game. I have 2 versions of a battle system in mine with hoods and examples in code on where you would need to extend or change logic to have different battle system types. I only implemented two as an example on where i would make tweaks in the system to support the varied differences for the battle system logic.
As for event creations, item creations and such thats all created with in a database that you can control and modify with the tool itself. I have a video that also covers where and how to modify said database tables. But once you start modifying the tables depend on changes you would have to change a few queries in the main system to bring in your new table data and such. Al depending on what you change. Some things are dynamic E.G character attributes but things like weapon types are enumerated in code and would have to be changed if you change the item or weapon types listed in the database.
As i stated before I tried to make the system as flexible and modifiable as possible to support many peoples ideas, this is not a make game button but its a good jump start in functionality for making a RPG System that can support the backbone operations of your game idea.