Skills | Live Skill Tree Editor, Progression and Achievements
A skill tree your staff build live in-game instead of editing files. Players climb it for real perks, and the rest of your scripts can read their XP and react the moment something unlocks.


















Overview
Plenty of servers treat progression as a /levelup command and a number on the HUD. ML Skills turns it into a real tree whose nodes map to things a player can feel: run faster, swim longer, hit harder, and a last-stand boost when their health is nearly gone. The tree ships finished, playable the same day you install it.
What to expect
- Draw trees in-game on a snap grid, drag a line to set a prerequisite
- Saves push live to every player, and trees export to other servers
- AND or OR gates, skills that block each other, job and level locks
- A locked panel tells the player in plain words what is still missing
- Driving, swimming, sprinting, shooting and flying grant XP out of the box
- Standing AFK pays nothing, and every claim is re-checked on the server
- Nodes can pay items or cash, held to claim when pockets are full
- Achievements fire any event: a milestone can open a job or a zone
- Staff manage any player's XP, skills and resets, logged to Discord
- A steady 0.00ms idle in resmon
Works on ESX, QBCore and QBox, or fully standalone.
Key Features
A Finished Tree, Ready To Play
The personal category ships finished and wired to real game effects: run and swim speed, stamina pool and recovery, underwater breath, max health, slow out-of-combat regen, damage reduction, fist and melee damage, and a last-stand boost when health runs low. Build any other category the same way: name it, draw its tree in the editor, and wire its perks to your own handlers. The out-of-combat regen is tunable and steps aside automatically when ml_healthsystem is running.

Live In-Game Tree Editor
Build any tree from inside the game. Drop nodes on a snap-to-grid canvas, draw a line between two to set a prerequisite, pick the shape and icon, paste a short looping clip for the hover preview, and save. Undo, redo, zoom and pan are all there, plus two auto-layout templates for a quick skeleton. Saving pushes the tree to every player online with nothing to hand-edit and no restart, and any tree exports to a snippet you can paste into another server, validated and de-duped on import.

Skills That Gate Each Other
Prerequisites can use AND or OR gates. Some skills are mutually exclusive and grey each other out, others are tied to a job and grade or to a reached level, and a few connections are purely cosmetic, drawing a line without ever blocking the unlock. When a skill is locked, the panel spells out in plain words what the player still needs.

Passive XP From Play
Activity for driving, swimming, sprinting, shooting and flying grants XP at random intervals, with an anti-AFK movement check and per-minute and per-day limits, so players earn XP just by living in the world without being able to farm it standing still.
Progression and XP Caps
Set the base XP, the scaling multiplier, the max level, and either per-category pools or one shared pool. An optional per-level cap stops the cost running away once the curve gets steep, and an optional daily XP cap, global or per category, keeps gameplay grinding in check.

Achievements Engine
Conditions look at how many skills are unlocked, whether a specific one was claimed, or a level reached. Rewards pay out in items or money, and a custom trigger can fire any event, so an achievement here might hand someone a job, a vehicle or zone access handled by a different resource. Achievements are created and edited live in the same in-game panel, with an item picker fed from your inventory registry. No files.

Rewards On Skill Unlock
Pin an item or a cash reward to any skill in the editor. It pays out the first time that skill is unlocked, and if the player's pockets are full it waits as a hold-to-claim prompt until they make room.

Built-in Player Manager
Search every player on the server, online or offline. Open the profile, see the tree, give or take XP and points, set an exact level, force-unlock a single skill, reset their skills, or full wipe. Every action is permission-gated and logged to your Discord.

One-Click Grant Commands
Open the editor, click a node, and copy. The matching grant line lands on your clipboard with the right values already filled in, ready to paste into a command. No hand-writing export calls just to add or unlock a skill.

On-Screen XP Toasts
Every XP gain can surface a clean toast on screen, in a compact bar or a fuller skill-unlock card, anchored top, bottom or centre. A cooldown bundles a flurry of small gains into a single popup instead of spamming the corner, and the whole thing can be switched off if you would rather stay quiet.
One View Across Every Category
Every tree can stack onto one scrollable canvas, each branch given its own offset. The search box finds any skill by name or description and jumps the canvas straight to it. Any branch is one click away instead of a tab hunt.

Node Shapes and Connection Styles
Seven node shapes and six line styles, from smooth curves to stepped and wavy links. Mix them in one tree so a stamina chain reads differently from a mastery branch or a set of decorative waypoints at a glance.

Animated Hover Previews
Every node carries an icon and a short clip or still that shows the perk in action. Locked ones sit greyed out until their requirements are met. A player can see what a point buys before spending it.

Optional Prestige Tiers
Reset a maxed category for a permanent XP bonus, up to five tiers. Off by default, and the reset fires through one export call. Your server decides exactly when and how it is offered.
Plug It Into Your Other Scripts
Grant or remove XP, unlock skills, read a player's level, pull a leaderboard, hand out timed XP boosts or wipe a player entirely. One call returns the live effect value of any perk so other scripts can react to it directly. ML Quests already locks missions behind skills and pays XP back on completion, the free ml_recoil reads the accuracy perk to lower per-weapon recoil, and other ML Series scripts feed the same tree.

Smooth With Huge Trees
Big unified trees stay smooth: past a set node count or zoom level the canvas swaps to light nodes and pauses heavy animations. Auto by default, with quality and performance presets.

Optional Player Respec
Flip one flag and players can reset a single category or their whole tree themselves, with every spent point refunded. Ships off, and every respec is cooldown-limited and logged.

A Log For Every Action
Every sensitive action, from a skill unlock to an admin wipe to an anticheat kick, can log to its own Discord webhook or one shared fallback.




