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Configuration reference

The canonical type shapes are documented in the API (generated from Types.luau). Below is a compact reminder.

SkillTreeConfig

  • currencies — Array of currency names tracked per player.
  • layout"linear" | "branching" | "web" | "radial" (optional).
  • nodes — Flat list of NodeConfig nodes (see API) or
  • categories — For radial-style UIs, CategoryConfig groups with nested nodes.

NodeConfig (essentials)

FieldRole
id, name, typeIdentity; type is passive / active / multirank / exclusive
maxRankRanks for multi-rank skills
cost[string]: number map of currency → price
prerequisitesOptional prerequisites block (see Types)
positionUI canvas { x, y }
effectDataOpaque payload for your EffectHandler
category / exclusiveGroupGrouping and mutex rules

Prerequisites

Union-style table with optional level, parents, dependencies, and custom blocks — see Types for field-level detail.

Validation

Runtime checks live in Validator; the server SkillTree delegates to them before unlock/upgrade.