Skills | Live Skill Tree Editor, Achievements and Cross-Script XP

A skill tree players actually build
Players earn points by leveling a category and spend them on nodes. Nodes can require other nodes with AND or OR gates, branch into paths, or block each other so one choice closes a door. Gate a node behind a job and grade, mark some as free, and let players prestige a maxed category for a permanent XP bonus. Points can stay per category or share one pool across the whole tree. Every locked node tells the player in plain text exactly why it is locked.
Build the whole thing in-game
The headline is the editor. Open it in-game and lay the tree out on a canvas: drop nodes, drag a line from one to another to set a prerequisite, pick a node shape and a connection style, set each node’s cost, effect, icon, description and a gif for the hover preview. Undo, redo, zoom, pan and a snap grid are all there. Save and it writes straight to the database, live for every player. Export any tree to a Lua snippet to move it between servers, or paste a snippet back. No config file editing to design content.
Effects that change gameplay
The personal category ships fully wired to the game: run and swim speed, stamina pool and recovery, underwater breath, max health, slow out-of-combat health regen, incoming damage reduction, taser resistance, fist and melee damage, faster reload, better accuracy, and a last-stand boost at low HP. Every effect is bound to a real GTA native in open/effects.lua, the one file you edit. New categories start as a blank slate: you create them, draw their tree, and write their handlers in that same file, so you advertise only what actually works.
Achievements, built in-game too
Define achievements from the same panel. Set the condition (skills unlocked, a specific skill, or a level reached, per category if you want), the reward (items, cash, or bank), and a trigger that fires one of your exports or events the moment it unlocks. That turns a milestone in Skills into a hook the rest of your server can react to, lighting up a job, a vehicle, or a zone in another resource.
A real admin player manager
Search any player, online or offline, by name or license. Open the profile to give or take XP and points, set an exact level, force-unlock a single skill, reset a category, or full-wipe. There is also a copy button that drops the exact AddXp or UnlockSkill line with the right UIDs into your clipboard. Every admin action runs through ml_bridge permissions and lands in your log service.
XP from your whole server
The tree fills as players play. Passive listeners award XP for driving, swimming, sprinting, shooting and flying out of the box, with a movement check so AFK tricks do not pay out and a per-minute and per-day ceiling per category. On top of that, the AddXp export lets any resource feed the same tree, so crafting, mining, fishing or a heist all push real progression. A daily XP limit (off by default) caps how fast players climb per day, per category, and even by level band, so you keep control of the economy.
Native integration with the ml_* series
Make the whole ml_* suite actually talk to each other through ML Skills. Unlock recipes in ML Crafting only after a player reaches a skill, give points once a quest is finished, hand out XP from anywhere, or lock interactions in Loot Zones and Loot Props behind a node. And much more, all set up in-game.
Yours to shape
The config sets the theme and an accent color, panel opacity, the XP curve and max level, points per level, the open command and keybind, the toast style and position, prestige, the daily limit, and which categories exist. Categories, trees and achievements you create in-game are stored in the database, and the database wins over the config, so your live edits always stick.
For developers, the export surface is wide: AddXp, RemoveXp, SetLevel, GetPlayerLevel, AddPoints, UnlockSkill, HasUnlockedSkill, GetSkillEffect, GetLeaderboard, AddXpBoost, PrestigeCategory, and more. GetSkillEffect returns the real effect value of any perk so other scripts react to it directly without touching internal state. ml_recoil reads the accuracy perk and lowers per-weapon recoil from it, so the two never fight over the same native, and other ML Series scripts (crafting, missions, loot zones) already feed the tree. Works on ESX, QBCore, Qbox and Standalone through ml_bridge.
Screenshots
The in-game tree editor. Drop nodes, draw prerequisites, set cost and effect, save straight to the database.
Unified view. Every category on one scrollable canvas, with search across all skills.
Hover a node to preview its gif, effect, cost and requirements. Locked nodes stay grayscale until you can unlock them.
Achievements built in-game, with conditions, item or money rewards, and event triggers on unlock.
The player manager. Find anyone online or offline and edit their progression.
Themes and an accent color to match your server’s UI.
Dependencies
Required:
Optional:
- Any framework: ESX, QBCore, Qbox, Standalone
- Any inventory through ml_bridge (only if your achievements or skills reward items)
Video
Discord: 💠| MICIO MODS |💠
Docs: FiveM Script Documentation & Setup Guides
Purchase: Skills | Live Skill Tree Editor, Progression and Achievements
Required Information
| Field | Value |
|---|---|
| Code is accessible | No (escrow). Editable: open/, shared/config.lua, locales, web |
| Subscription-based | No |
| Lines (approx) | ~12,500+ |
| Requirements | ox_lib, oxmysql, ml_bridge |
| Support | Yes (Discord) |
MICIO MODS - Owner-level quality, for owners. ![]()





