
In this way, you can't take these four skills unless you have a point in Full Plate Armor. The second row says that 01 is required for 03 (contains Hard to Hit) to be available, and so on. The first row says that 01 (which contains Full Plate Armor) is required for 02 (contains Resolute) to be available. The first four rows have the same Parent Container, wh_main_skill_node_dwf_ungrim_battle_01, with Child containers 02, 03, 04, and 05 of the same name. I use the term Container because these don't point to the real skill (that's defined by character_skill_nodes_tables) but to the container (the column labeled key in character_skill_nodes_tables, which MUST BE UNIQUE AND USED ONLY ONCE IN CHARACTER_SKILL_NODES_TABLES) (caps for emphasis). The column labeled Unknown7 is the type of requirement. What about the arrow from the left skill to a box containing four more skills? That's handled by character_skill_node_links_tables, image below.Ĭhild key is the Container unlocked by points in the Parent key Container(s). The game will ignore empty tiers and skills assigned to be hidden (unchecked in the PFM pic) and snap everything to the left side of the skills screen, whether it looks pretty or not. Just like a spreadsheet, you have empty indents and rows, which character_skill_nodes_tables fills out based on the indent and tier provided. In this way, you can treat it like a spreadsheet. This is because there's nothing in indent 2 and 3, so the game intelligently centered it.



Note that in PFM, Ungrim's fighting skills are in indent 1, but look like they're in indent 2. Here's the entries for Ungrim in PFM (under character_skill_nodes_tables), and how the skills are arranged in-game to show the effects of indent and tier. To make this easier to understand, I'm going to compare the image of a character's skill tree in game to the table entries for it. When looking at the tables for the first time, it's easy to get overwhelmed with huge names, vague descriptions of fields, and the massive numbers of entries.
