LF Attribute Forge - Ultimate Version
Complete Modifier System for buffs, debuffs, and status effects. $39.99 - Pending Unity Asset Store Verification
Get Notified When Available⏳ Currently in Unity Asset Store Review Queue
The Ultimate Version is feature-complete and pending verification by Unity's Asset Store team. This page previews what's coming soon. Expected release: Q1 2025.
Want updates? Email livingfailuregames@gmail.com to get notified when it's available.
Marketing Overview
Why Upgrade to Ultimate?
The Ultimate Version adds the Modifier System - a complete framework for temporary effects, buffs, debuffs, and status effects. Build World of Warcraft-style buff systems with complex condition logic, durations, stacking, and three different implementation approaches.
Three Implementation Approaches
Component (drag-drop), Helper (code-driven), or Asset (data-driven). Pick what fits your workflow.
Complex Condition Logic
AND/OR/NOT operators, attribute conditions, modifier conditions. "If Health < 50% AND has Strength Buff..."
Duration & Stacking
Time-based effects with automatic expiration. Stackable modifiers with max limits and priority.
Regeneration Control
Modify regen rate, delay, or disable entirely. Perfect for poison/bleed effects.
Soulslike Demo Included
30+ generated modifiers showcasing real-world usage. Dark Souls-inspired complete system.
Automatic Code Generation
Generate Component, Helper, and Asset scripts from visual configuration. Zero manual coding.
Perfect For:
- Action RPGs: Soulslike status effects (Poison, Bleed, Blessed Recovery)
- MMORPGs: Raid buffs, class abilities, consumable effects
- Strategy Games: Conditional unit buffs, terrain modifiers, aura effects
- Roguelikes: Procedural buff/debuff generation with complex rules
- Any RPG: Temporary stat modifications with condition checks
Real-World Example: Combat Fury Modifier
Visual configuration creates complex conditional buff:
- Condition: If (Health < 50%) AND (NOT Poisoned)
- Effect: +25% Attack Damage, +15% Attack Speed
- Duration: 10 seconds
- Stack Limit: 3 stacks maximum
- Priority: Apply before equipment buffs
All configured visually. Generates Component, Helper, AND Asset scripts automatically.
Screenshots
Modifier wizard interface
Condition system builder
Generated modifier scripts
Soulslike demo system
Advanced modifier options
Buff/debuff configuration
Duration and stacking
Regeneration control
Three implementation approaches
Technical Overview
The Modifier System (Ultimate Tier)
The Modifier System sits in the top tier of the three-tier architecture:
totalValue = baseValue + formulaBonus + modifierBonus Ultimate Version: • baseValue - You set this (equipment, upgrades) • formulaBonus - Calculated by Influence System (Pro) • modifierBonus - Calculated by Modifier System (Ultimate) Example: Attack Damage attribute baseValue = 50 (from weapon) formulaBonus = Strength × 2 (from Pro formula) modifierBonus = +25% (from Combat Fury buff) totalValue = 50 + (30 × 2) + ((50 + 60) × 0.25) = 137.5 damage
Three Implementation Approaches
Every modifier can be generated in three different forms to suit your workflow:
1. Component Approach (MonoBehaviour)
- Workflow: Drag & drop onto GameObjects
- Perfect for: Trigger zones, equipment systems, environmental effects
- Configuration: Inspector-driven with visual fields
- Example: Health Boost Zone that applies +50 HP when player enters
2. Helper Approach (Static Methods)
- Workflow: Call from any script with runtime parameters
- Perfect for: Combat systems, spells, dynamic effects
- Configuration: Code-driven with parameter overrides
- Example: CombatFuryHelper.Apply(character, duration: 15f, damageBonus: 30%)
3. Asset Approach (ScriptableObjects)
- Workflow: Create assets in Project window
- Perfect for: Item databases, modding support, designer tools
- Configuration: Data-driven with asset files
- Example: BerserkerRage asset that designers can configure
Modification Types
- Flat Additions: +50 Health, +10 Damage
- Percentage Increases: +25% Attack Speed, +15% Defense
- Multipliers: ×1.5 Movement Speed, ×2.0 Experience Gain
- Mixed: Combine multiple types in one modifier
Sophisticated Condition System
Build complex conditional logic visually:
Attribute Conditions
- Compare attribute values: Health < 50%, Mana >= 25%
- Operators: >, <, ==, >=, <=, !=
- Absolute or percentage comparisons
- Multiple attribute checks in one condition
Modifier Conditions
- Check for presence of other modifiers
- "Has Strength Buff", "NOT Poisoned"
- Chain multiple modifier checks
Logic Operators
- AND: All conditions must be true
- OR: Any condition must be true
- NOT: Negate condition result
- Combine operators for complex logic trees
Duration & Stacking System
- Time-Based Duration: Effects expire automatically after X seconds
- Permanent Modifiers: Set duration to 0 for persistent effects
- Stackable Modifiers: Same buff can apply multiple times
- Max Stack Limits: Prevent infinite stacking
- Priority System: Control application order (equipment before consumables)
- Auto Cleanup: Expired modifiers removed automatically
Regeneration Control
Modifiers can affect regeneration systems from the Base version:
- Modify Rate (Flat): +5 HP/sec regeneration
- Modify Rate (Percentage): +25% faster regeneration
- Modify Rate (Multiply): ×2.0 regeneration speed
- Modify Delay: Change cooldown before regen starts
- Disable Regeneration: Poison that stops HP recovery
What Gets Generated (Ultimate Features)
Component Scripts
MonoBehaviour with Inspector fields. Drag onto GameObjects for trigger zones.
Helper Classes
Static utility methods. Call from code with runtime parameter overrides.
Asset Scripts
ScriptableObject definitions. Create assets in Project for data-driven design.
Soulslike Demo System
Complete working example with 30+ generated modifiers:
- 16 Attributes: Vigor, Health, Stamina, Strength, Dexterity, Intelligence, Faith, etc.
- Complex Formulas: Health = Vigor × 26.8 + 400, Equipment Load affected by items
- 30+ Modifiers: Assassin's Edge, Blessed Recovery, Bloodlust Frenzy, Combat Fury, Poison Weakness
- All Three Approaches: Component, Helper, and Asset implementations
- Real-World Examples: Best practices for integration
Performance Characteristics
- Efficient condition evaluation - early exit when conditions fail
- Automatic expiration - timer-based cleanup for temporary effects
- Priority-based application - predictable modifier order
- Event-driven updates - only recalculates when modifiers change
- Memory footprint: ~20KB per modifier group
Requirements
- LF Attribute Forge Pro Version (includes Free Version)
- Unity 2021.3 or newer
- Existing AttributeData and Influence System configured
- No additional third-party dependencies
Everything Included
All Free Version Features
- 4-step attribute wizard
- Code generation
- Auto-regeneration
- Event system
- 4 behavior types
- JSON import/export
All Pro Version Features
- Visual formula editor
- 7-step pipeline
- Attribute relationships
- Breakpoint system
- Scaling formulas
- Runtime testing
Ultimate Exclusive Features
- Complete Modifier System
- 3 implementation approaches
- Complex condition logic
- Duration & stacking
- Regeneration control
- Soulslike demo (30+ modifiers)
Not Sure Which Version is Right for You?
See a detailed comparison of Free, Pro, and Ultimate features side-by-side.
Coming Soon to Unity Asset Store
The Ultimate Version is currently in Unity's verification queue. Want to be notified when it's available?
Get Notified via EmailIn the meantime, check out the Pro Version for advanced formula systems.