Release 001 ยท avr_skilltree

A skill tree with endless configurations.

Skill trees with real specialization: point caps, mutually exclusive branches, ranked nodes, respec and prestige. Five disciplines and forty skills in the box, a full in-game editor at base price, and an API the rest of your server can actually read.

The whole resource in half a minute: spending points, exclusive branches closing each other off, the admin panel, and the in-game tree editor.

In the player's hands

Feels like a game, not a form.

The tree is a living constellation: energy flows down unlocked links, mastered skills breathe, and closed-off branches are struck through in rust so a player never wonders why a node is dead. Every interaction is one gesture.

  1. 01

    One click to read

    Click a skill and the detail panel answers in order: what it does, what it gives, what it demands, what it closes off, what it costs. A disabled button always says why.

  2. 02

    Double-click to unlock

    Committing is a double-click on the node itself. Rank-ups too. The unlock burst and link-flow make progress feel earned, not transacted.

  3. 03

    Pan and zoom anywhere

    Drag to pan from any point on the canvas, nodes included. Zoom stays anchored under the cursor. The UI scales with the screen, so a 1440p and an ultrawide both get a readable tree.

The design space

Mechanics with consequences.

  1. 01

    Point caps

    Cap a discipline and a build becomes a budget. Twenty points across forty skills means choosing, not collecting.

  2. 02

    Exclusive branches

    Two skills can permanently lock each other out. The UI draws the rivalry as a dashed rust line and warns before the point is spent.

  3. 03

    Ranked nodes

    Up to 20 ranks per skill, with pip indicators on the node and per-rank effect scaling in the detail panel.

  4. 04

    Gated skills

    Nodes can require a level, a job, a gang, one parent or all parents. Requirements read as a checklist, met or unmet, in the panel.

  5. 05

    Respec that states its price

    Refund percentage, money cost, cooldown and confirmation are all per-tree config. The dialog states exactly what comes back and what burns.

  6. 06

    Prestige

    Reset a maxed discipline for a permanent, stacking bonus. Threshold and reward are per-tree config.

For the owner

The editor is not an upsell.

A full in-game tree editor ships at base price. Open the admin panel, reshape everything live, and publish without a restart. New trees start in the middle of the field so they can grow in every direction.

  1. 01

    Everything is editable

    Trees, nodes, labels, icons, grid positions, costs, ranks, requirements, parent links, exclusive pairs, effects, point caps and prestige - all from the game, drag-and-drop included.

  2. 02

    A history you can walk

    Every edit lands in a session history with plain-language labels. Undo, redo, or restore any point. Ctrl+Z works.

  3. 03

    Publish is instant and safe

    Save & publish re-validates the whole set server-side, refunds points for removed nodes, resyncs every online player, and rewrites config/trees.lua in the same readable format we ship. The file stays the source of truth.

  4. 04

    Player administration

    Search any player, online or offline, by name, Citizen ID or identifier. Inspect their trees, set levels, reset one tree or all of them - every action ace-gated and logged server-side.

  5. 05

    Four node shapes

    Hex, circle, square or diamond per tree. Hex and circle pack as a honeycomb, square and diamond as a grid - switching re-packs the whole tree without touching a single saved position.

  6. 06

    Import / Export

    The whole tree set moves as JSON for backups, staging servers, or sharing between communities.

For the developer

Built to be read by other scripts.

  1. 01

    Exports and events

    AddXP, HasNode, GetNodeRank, GetModifier and friends, plus events for unlock, level-up, respec and prestige. Full reference in the docs.

  2. 02

    Statebag mirror

    Every active modifier and unlocked node is mirrored onto player statebags. Your other resources read a build with zero coupling to this one.

  3. 03

    Server-authoritative

    Every XP grant, unlock, respec and editor save is validated and rate-limited server-side. The UI asks; it never decides.

  4. 04

    Modern UI, zero setup

    The interface is React 19, prebuilt and ready in web/ - drop the resource in and it runs. The Open edition ships the full Vite source for anyone who wants to go deeper.

  5. 05

    Theme without code

    Colours, fonts, scale, node shape, size, spacing, labels and motion all live in config/theme.json. Retheme the whole UI without opening a single source file.

  6. 06

    Storage that stays small

    One row per player, versioned JSON, batched writes flushed on drop. Delete a node from the config and the points refund themselves on next load.

Ready when you are

Two editions. Same features.

Standard escrows only the core server and client logic. Open is the entire resource, readable and editable. Both get every update, forever.