Still building skill systems for your game by hand?
Seriously. Stop it.
Simple Skill Forge gives you 4 interconnected wizard tools that generate production-ready skill databases, skill trees, skill set loadouts, and skill combos — complete with type-safe enums, custom ScriptableObject inspector editors, and full JSON supported content generation support!
OFFLINE DOCUMENTATION HERE!
THE FOUR FORGES
- Skill Forge — Define skills with two-level dynamic properties (skill-level AND rank-level), multi-rank progression with upgrade costs, prerequisites, 12 cross-forge reference fields, and optional modifier linking. 5-step wizard with 6 genre templates (ARPG, MOBA, MMO, Turn-Based, Action, Roguelike).
- Skill Tree Forge — Build talent trees with grid-based node layouts, parent-child connections, branch groups, point costs, level requirements, and single-level dynamic properties. Nodes reference skills from any Skill Forge database.
- Skill Set Forge — Create loadout templates with typed slots, skill assignments, and threshold-based set bonuses (equip 3/5 for bonus effects). Supports modifier assets on bonuses. Single-level dynamic properties.
- Skill Combo Forge — Define skill sequences with ordered steps (required/optional), alternate skill choices, timing windows, branch groups, and threshold rewards with modifier effects. Single-level dynamic properties.
DYNAMIC PROPERTY SYSTEM
JSON-POWERED CONTENT PIPELINE
GENERATED CUSTOM EDITORS
WHAT GETS GENERATED (per wizard)
RUNTIME HELPERS
- SimpleSkillHelper — Check prerequisites, evaluate upgrade costs, query cross-forge references, find skills by item/enemy/quest code, prerequisite chain traversal, and affordability checks
- SimpleSkillTreeTracker — Track node unlocks with point spending, cascade resets, branch tracking, and full save/load snapshot support
- SimpleSkillBarManager — Manage skill set loadouts with equip/unequip, threshold-based set bonus activation, and save/load support
- SimpleSkillComboTracker — Track active combos with timing windows, automatic progression across all defined combos simultaneously, threshold reward triggers, and save/load support
- SimpleSkillComboEvaluator — Static combo evaluation, progress checking, next-valid-skill queries without instantiating a tracker
EDITOR UTILITIES
- Batch Icon Assignment — Assign icons to skills, trees, sets, or combos in bulk by scanning a sprite folder
- Database Export — Export any generated database as clean JSON with resolved property names
12 CROSS-FORGE REFERENCE FIELDS
Every skill can link to data from companion forge packages — all stored as plain string codes, no hard dependencies:
SIF (Simple Item Forge):
- Granted by item (skill books, scrolls, equipment passives)
- Required equipment (weapon requirements — bow for arrow skills, staff for magic)
- Produces item (conjure food, crafting skills, gathering yields)
- Reagent costs (arrows, soul shards, catalysts consumed per cast)
SEF (Simple Enemy Forge):
- Summon enemy (necromancer minions, pet classes, conjured creatures)
- Learned from enemy (Blue Mage skills, monster absorption)
- Taught by NPC (class trainers, weapon masters, move tutors)
- Effective against factions (Holy vs Undead, type advantages)
- Restricted to faction (racial abilities, covenant skills)
SQF (Simple Quest Forge):
- Unlocked by quest (class quests, mastery trials)
- Rewarded by quests (reverse lookup — "Learned from: The Archmage's Trial")
CHARACTER CLASS SYSTEM
SIMPLE ATTRIBUTE FORGE INTEGRATION (Optional)
SIMPLE ITEM FORGE INTEGRATION (Optional)
SIMPLE ENEMY FORGE INTEGRATION (Optional)
SIMPLE QUEST FORGE INTEGRATION (Optional)
INCLUDES
- 15-page HTML documentation (multi-page + single-page format)
- 2 demo scenes:
ARPG Skill Demo (browse skills, rank up, unlock tree nodes, equip loadouts, cast combos in a 4-tab interactive UI)
Soulslike Cross-Forge Demo (7-tab demo showcasing integration with all 4 companion forges — browse items, enemies, quests and see how they connect to skills. Requires SAF + SIF + SEF + SQF installed.)
- 6 genre templates with example skills (ARPG, MOBA, MMO, Turn-Based, Action, Roguelike)
- Zero runtime dependencies — generated output is plain ScriptableObjects and enums