THE COMPLETE RPG ATTRIBUTE SOLUTION
Simple Attribute Forge Ultimate is the definitive package for building professional RPG attribute systems in Unity. It combines the full Base attribute generation system, the Pro formula/influence system, plus two powerful new systems: the Modifier System for buffs, debuffs, and status effects, and the Character Template System for class-based character creation.
Stop writing boilerplate attribute code. Generate complete, production-ready systems through visual editors in minutes instead of days.
WHAT'S INCLUDED
Everything from Base (Free) + Pro, and NOW:
MODIFIER SYSTEM
Create buffs, debuffs, equipment bonuses, status effects, and any temporary or permanent attribute modifications with full conditional logic support.
- Conditional Modifiers - Effects that only activate when conditions are met ("Berserker Rage: +50% damage when Health < 25%")
- Attribute Conditions - 12 comparison types including percentage-based checks (>, <, >=, <=, ==, != for both absolute and percentage values)
- Modifier Conditions - Check for presence/absence of other modifiers or tags ("Requires Burning debuff", "Cannot have Shield active")
- ARPG Regeneration System - Modify regen rates, delays, or completely disable regeneration (Flat, Percentage, or Multiply bonuses)
- Requirements System - Level requirements, modifier compatibility rules, required modifiers, and incompatible modifier lists
- Behavior Flags - isDebuff, isHidden, canBeDispelled, persistsThroughDeath, refreshOnReapply
- Priority & Stacking - Full control over modifier application order and stack limits
- Duration Management - Timed effects with automatic expiration and events
- LFModifierTracker - Static utility for querying active modifiers at runtime
- Generated Code - ScriptableObject assets, MonoBehaviour components, and static helper classes
- JSON Import/Export - Share modifier configurations between projects
- AI-Ready Schema Export - Generate comprehensive schemas for AI-assisted modifier generation
CHARACTER TEMPLATE SYSTEM
Define character classes (Knight, Mage, Rogue, etc.) with unique starting attribute configurations. Perfect for class-based RPGs.
- Visual Template Editor - Create and configure character classes through intuitive wizard
- Attribute Overrides - Set starting values for any attribute per class
- Generated Code - Type-safe enum, Manager component, Helper utilities, and Validator classes
- Runtime Template Switching - Change character class at runtime with optional value preservation
- Template Validation - Automatic validation against your attribute system
COMPLETE FEATURE LIST
Base System (Included):
- 4-step visual attribute wizard
- Complete C# code generation (enum, component, ScriptableObject)
- Three-tier value architecture: baseValue + formulaBonus + modifierBonus = totalValue
- Coroutine-based regeneration system with delays and rates
- Individual and component-level event systems
- Four behavior types: Vital (HP/MP), Basic (Stats), Resource (Gold), Percentage
- Type-safe ILFAttributeDataSource interface
- JSON import/export for attribute definitions
- Automatic validation and error fixing
- Performance-optimized with cached collections
- Demo manager for testing
Pro System (Included):
- Visual formula editor with 7-step mathematical pipeline
- Formula relationships between attributes (STR affects Damage, Level affects Health)
- Breakpoint system for conditional bonuses (threshold and step-based)
- Generated orchestrator component with dependency tracking
- Three update modes: Smart (event-driven), Interval (fixed-time), Manual (turn-based)
- Zero GC allocation during formula calculation
- Circular dependency prevention
- Formula targeting for AttributeValue, RegenerationRate, or RegenerationDelay
- JSON import/export for formula configurations
Ultimate System (NEW):
- Complete modifier framework with conditional logic
- Character template system for class-based RPGs
- 13 pre-built Soulslike character templates included
- 12 example modifiers demonstrating all features
- Comprehensive documentation with API reference
- A demo scene showcasing all systems
REAL-WORLD APPLICATIONS
Equipment Systems:
Weapons that add +50 damage, armor that adds +100 health, accessories with percentage bonuses. All values configurable in the Inspector without touching code.
Buff/Debuff Systems:
Temporary effects with durations: Poison (-5 HP/sec for 10s), Haste (+25% speed for 30s), Shield (+50% defense until dispelled). Full stacking control.
Passive Abilities:
Conditional permanent effects: "Berserker: +30% damage when Health < 25%", "Executioner: +100% damage when target Health < 20%", "Last Stand: Cannot die for 3s when taking fatal damage".
Synergy Systems:
Modifiers that require other modifiers: "Fire Mastery: +20% fire damage (requires Burning on target)", "Combo Finisher: +100% damage (requires 3 stacks of Combo)".
Class-Based RPGs:
Define starting configurations for Warriors, Mages, Rogues, etc. Templates set base stats that the Influence System then calculates derived values from. Switch classes at runtime.
Status Effects:
Burning, Frozen, Poisoned, Stunned - each with unique attribute modifications, conditions, and behaviors like disabling regeneration or preventing other modifiers.
ARPG Health Systems:
Modify regeneration rates and delays based on equipment or buffs. Disable health regen when poisoned. Double mana regen during meditation.