RPG Stat & Attribute System — Data-Driven Modifiers
PostanteGames
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Data-driven RPG stat & attribute system. Author stats in the Inspector (no code), generate a type-safe enum, then drive them with modifiers, events, a live HUD and collection stats. Zero dependencies.Core is pipeline-agnostic; demo materials target URP.Stop hard-coding stats. StatSystem is a data-driven stat & attribute framework: youdefine your stats as data in a ScriptableObject catalog — id, type, default,min/max/clamp, category — and one click generates a type-safe StatId enum. No moreediting the package to add a stat, and no stringly-typed access.Each entity gets its own live stat set from a drop-in component, so 100 NPCs share onecatalog but keep independent values. Works for any genre — RPG, sim, survival, towerdefense, crafting — and any render pipeline, with zero dependencies and full C# source.Everything is push-based: subscribe to a stat, bind a field with [SubscribeToStat], orread a live StatRef. Modifiers are additive + multiplicative and source-tagged, so abuff or a piece of equipment removes cleanly. Collection stats hold inventories. Ageneric OnGUI HUD renders any catalog with no hard-coded names.Seven playable demos (each with an in-scene usage guide that shows the exact API call),six ready catalogs, an offline RTF manual with a step-by-step guide, and 157 EditModetests are included.Questions or Feedback?Drop by the Discord channel for direct support, feature requests, or just to show off your game's stat setup! https://discord.gg/wVM3kz44jH - Data-driven authoring: define stats in a ScriptableObject catalog, no code- One-click generated, type-safe StatId enum (optional namespace)- Drop-in StatManagement component; per-entity live stat sets from a shared catalog- Additive + multiplicative, source-tagged modifiers with clean removal- Number / Flag / Text / Reference stat kinds; clamp + category metadata- Events: per-stat Subscribe, aggregate OnAnyStatChanged, [SubscribeToStat] auto-bound fields, live StatRef- Collection stats (List / Dictionary) with OnCollectionChanged- Optional DeltaPolicy hook to scale / clamp / veto every change- Runtime composition: AddCatalog, code-first Define (incl. clamped), Remove- Per-level logging settings asset + actionable, "did you mean?" diagnostics- Generic OnGUI HUD + live inspector- 7 demo scenes, 6 sample catalogs, offline RTF manual, 157 EditMode tests- Zero dependencies (only UnityEngine); Built-in / URP / HDRP; full C# sourceAI assistance (an LLM coding assistant) was used to help write the C# code, examplescenes and documentation. All code was authored under human direction, reviewed, andverified by an automated suite of 157 EditMode tests plus manual testing in a clean project.




