Generate a skill tree economy...
About this model
Generate a skill tree economy diagram for an action RPG game named "AI Limit".
Please use the following specific Machinations components and logic:
Resource Generation: Create a Source node named "Gameplay" that produces resources (Skill Points). Connect it with a Resource Connection to a central Pool named "Player SP".
Skill Nodes (Pools): Create 9 Pools representing unlockable skills. Set the Capacity of all these skill pools to exactly 1. Group them visually into 3 distinct horizontal branches (Offensive, Defensive, Tactical).
The Branches (Width):
Offensive Branch: "Basic Melee" - "Sync Rate" - "Max Aggression"
Defensive Branch: "Basic Block" - "Basic Parrying" - "Projectile Reflection"
Tactical Branch: "Stealth" - "Repositioning" - "Backstabbing"
Resource Flow (Unlocking): Draw Resource Connections from the "Player SP" pool to every single one of the 9 skill pools. Set the resource cost to 1 for all of them.
Progression Logic (Depth via State Connections): Use State Connections (dashed lines) to enforce the skill hierarchy (Level 1 - Level 2 - Level 3).
For the Offensive Branch: Draw a State Connection from "Basic Melee" to the resource input of "Sync Rate" with the condition 0. Draw another from "Sync Rate" to the resource input of "Max Aggression" with the condition 0.
Apply this exact same Level 1 - Level 2 - Level 3 conditional logic to the Defensive and Tactical branches.
"Generate a skill tree economy..." is a public Machinations diagram shared in the Community by Zaneta Carmel, with 27 components.
It was created in October 2026 and last edited in October 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.