All Docs Documentation Version: Base (Free) Influence System Ultimate
Simple Attribute Forge Ultimate

Welcome to Simple Attribute Forge Ultimate

Simple Attribute Forge Ultimate is the complete package for building professional RPG attribute systems. It includes everything from the Base and Pro tiers, plus two powerful new systems:

Modifier System

Create buffs, debuffs, equipment bonuses, status effects, and any temporary or permanent attribute modifications with full conditional logic support.

Character Template System

Define character classes (Knight, Mage, Rogue, etc.) with unique starting attribute configurations. Perfect for class-based RPGs.

Requirements: Ultimate includes both the Base and Influence systems. The Modifier System works with any ISimpleAttributeDataSource, and integrates seamlessly with the Influence System's formula calculations.

What's Included

Everything from Base + Influence System, Plus:

Modifier Wizard

4-step visual editor for creating modifiers. Configure attributes, conditions, behaviors, and generate complete code automatically.

Conditional Modifiers

Modifiers that only activate when conditions are met. "Berserker Rage: +50% damage when Health < 25%"

ARPG Regen System

Modify regeneration rates and delays. Flat bonuses, percentage bonuses, or completely disable regeneration.

Requirements System

Level requirements, modifier compatibility rules, and category-based organization for complex modifier interactions.

Modifier Tracker

Static utility for querying active modifiers. Check for buffs, debuffs, and modifier tags at runtime.

Character Templates

Define starting attributes for character classes. Auto-generates enums, managers, helpers, and validators.

Modifier System Architecture

Core Components

SimpleAttributeModifierGroup
The main modifier container class. Each group can contain multiple AttributeModifications and supports duration, priority, stacking, and behavior flags. Key Properties: - name, description, tag (Identity) - duration, priority, stackable, maxStacks (Timing) - isDebuff, isHidden, canBeDispelled, persistsThroughDeath (Behavior) - requiredLevel, category, incompatibleModifiers, requiredModifiers (Requirements) - modifications (List of AttributeModification)
AttributeModification
Individual attribute change within a modifier group. Properties: - targetAttribute (string) - Which attribute to modify - type (Flat, Percentage, Multiply) - How to apply the value - value (float) - The modification amount - modifyBaseValue, modifyCurrentValue, modifyMinValue, modifyMaxValue - enableConditions - Enable conditional activation - conditions (List of AttributeCondition) - modifierConditions (List of ModifierCondition)

Condition Types

AttributeCondition

Check attribute values: "Health < 50%", "Mana >= 100", "Stamina != 0". Supports 12 comparison types including percentage-based checks.

ModifierCondition

Check modifier presence: "Has Burning debuff", "Does NOT have Shield buff", "Has any modifier with tag 'curse'".

What Gets Generated

For each modifier defined in the wizard, three files are generated:

1 Asset Class (ScriptableObject)
Inspector-editable modifier configuration. Drag into the project, tweak values, reference from other scripts.
2 Component Class (MonoBehaviour)
Attachable component for GameObjects. Apply on Start, remove on Destroy, with inspector-configurable thresholds.
3 Helper Class (Static)
Programmatic API for code-driven modifier application. Includes Info nested class with constants.
// Example: Using the generated Helper class AdrenalineSurgeHelper.ApplyAdrenalineSurge(player); AdrenalineSurgeHelper.RemoveAdrenalineSurge(player); if (AdrenalineSurgeHelper.CanApplyAdrenalineSurge(player)) { // Conditions are met } // Access modifier info string name = AdrenalineSurgeHelper.Info.ModifierName; string[] affected = AdrenalineSurgeHelper.Info.AffectedAttributes;

Character Template System

Define starting attribute configurations for different character classes in your RPG.

Example: Soulslike Character Classes
13 pre-built templates included: - Ash Knight, Blight Rogue, Blood Herald, Bone Archer - Dusk Priest, Ember Seer, Grave Warden, Hollow Pilgrim - Hollow Scholar, Iron Wanderer, Oathbreaker, Pale Witch, Veil Dancer Each template defines: - Starting Vigor, Endurance, Strength, Dexterity - Starting Intelligence, Faith, Arcane, Luck - Class-specific attribute overrides

Generated Code

Real-World Applications

Equipment Systems

Weapons that add +50 damage, armor that adds +100 health, accessories with percentage bonuses. All configurable in the Inspector.

Buff/Debuff Systems

Temporary effects with durations: Poison (-5 HP/sec for 10s), Haste (+25% speed for 30s), Shield (+50% defense for 1 minute).

Passive Abilities

Conditional permanent effects: "Berserker: +30% damage when Health < 25%", "Last Stand: Invincible for 3s when taking fatal damage".

Synergy Effects

Modifiers that require other modifiers: "Fire Mastery: +20% fire damage (requires Burning on target)", "Combo Finish: +100% damage (requires 3 stacks of Combo)".

Class Systems

Starting configurations for Warriors, Mages, Rogues, etc. Templates define base stats that the Influence System then calculates derived values from.

Status Effects

Burning, Frozen, Poisoned, Stunned - each with unique attribute modifications, conditions, and behaviors like disabling regeneration.

Getting Started

Prerequisites

Quick Setup - Modifier System

  1. Open Modifier Wizard: Window > Simple Attribute Forge > Modifier Wizard
  2. Step 1: Select your AttributeData ScriptableObject
  3. Step 2: Configure modifiers (name, attributes, conditions, behaviors)
  4. Step 3: Set namespace, paths, and generation options
  5. Step 4: Generate code - assets are auto-created after compilation

Quick Setup - Character Templates

  1. Open Template Wizard: Window > Simple Attribute Forge > Character Template Wizard
  2. Step 1: Select your AttributeData ScriptableObject
  3. Step 2: Define character classes and their attribute overrides
  4. Step 3: Configure generation settings
  5. Step 4: Generate code and template assets
Zero Code Required! Both systems generate complete, production-ready code from visual editors. All modifier values and conditions are editable in the Inspector.

Documentation Sections

Quick Start Guide

Step-by-step tutorial for creating your first modifier and character template.

Modifier System

Deep dive into SimpleAttributeModifierGroup, AttributeModification, and the modifier lifecycle.

Modifier Wizard Guide

Complete walkthrough of the 4-step modifier creation wizard.

Conditions System

AttributeCondition and ModifierCondition in detail. Comparison types, logic operators, and advanced patterns.

Regen Modifiers

ARPG-style regeneration modification. Flat bonuses, percentage bonuses, and regen disabling.

Character Templates

Creating class-based starting configurations with the Template Wizard.

API Reference

Complete API documentation for all Ultimate classes, methods, and enums.

Import/Export

JSON import/export for modifiers. Schema documentation and AI integration.

Troubleshooting

Common issues and solutions for the Modifier and Template systems.

Demo Scene

Walkthrough of the included Ultimate demo scene with modifiers and templates.

Simple Forge Product Family

You're viewing documentation for Simple Attribute Forge Ultimate - the complete package with Modifier System and Character Templates.
Feature Base (Free) Influence System Ultimate
Attribute Wizard Yes Yes Yes
Code Generation Yes Yes Yes
Regeneration System Yes Yes Yes
Event System Yes Yes Yes
JSON Import/Export Yes Yes Yes
Influence System (Formulas) - Yes Yes
7-Step Formula Pipeline - Yes Yes
Breakpoint System - Yes Yes
Modifier System - - Yes
Conditional Modifiers - - Yes
ARPG Regen Modifiers - - Yes
Character Templates - - Yes
Modifier Tracker - - Yes
Compatibility Promise: Each tier builds on the previous one. Ultimate includes everything from Base and Influence System, with full backward compatibility.

Version & Support

Current Version

Simple Attribute Forge Ultimate v1.0 - Complete Modifier & Template System

Support & Resources

Credits

Created by Living Failure - Building complete RPG systems through visual tools and automated code generation.