Buffs, debuffs, damage over time and stat modifiers for Unity. Add one component, push your existing numbers in, and read them back where you already read them.
What it does
- Six stacking policies per effect, pooled globally or kept per attacker
- Flat, Increased, More and Override modifiers in a defined order
- Snapshot scaling, so buffing a caster does not strengthen poisons already ticking
- Diminishing returns, so repeated crowd control gets shorter then stops landing
- Tags drive cleanse, dispel, blocking and immunity with no hard-coded lists
- Follow ups on expiry or on dispel, so a defused bomb does not detonate
- Saves and loads mid-effect with stacks, timers and frozen scaling intact
- Deterministic, so you can drive it on your own clock for replays
What's included
- Drop-in uGUI status bar with stack counts and radial timers
- Simulator, Validator, Debugger and Setup editor windows
- Self building demo, full C# source, documentation in the package
Requirements
- Unity 2021.3 or newer. No third-party SDK. TextMesh Pro not required.
Support