LF Attribute Forge Ultimate

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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

LF Attribute Forge Ultimate Features
Screenshot 1

Modifier wizard interface

Screenshot 2

Condition system builder

Screenshot 3

Generated modifier scripts

Screenshot 4

Soulslike demo system

Screenshot 5

Advanced modifier options

Screenshot 6

Buff/debuff configuration

Screenshot 7

Duration and stacking

Screenshot 8

Regeneration control

Screenshot 9

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?

📊 Compare All Versions

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?

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In the meantime, check out the Pro Version for advanced formula systems.