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Skilltree Wormwood

Based on game build 714014 | Last updated: 2026-03-07

Overview

skilltree_wormwood.lua is a data module that defines the entire skill tree configuration for the Wormwood character. It specifies all available skills (by ID), their metadata (title, description, icon), positioning, groupings, activation logic (via onactivate/ondeactivate callbacks), and dependency relationships (connects, locks). This file is not a component itself, but rather a factory function that returns structured skill data used by the shared skilltreeupdater system.

Usage example

This module is typically imported and invoked by the skill tree management system. A typical usage pattern in the game codebase looks like this:

local BuildSkillsData = require("prefabs/skilltree_wormwood")
local skilltree_data = BuildSkillsData(SkillTreeFns)
-- skilltree_data.SKILLS contains all skill definitions
-- skilltree_data.ORDERS defines rendering order for UI groups

Dependencies & tags

Components used: bloomness, damagetyperesist, damagetypebonus, skilltreeupdater, temperature Tags: Adds/removes tags dynamically during skill activation/deactivation:

  • farmplantidentifier, farmplantfastpicker
  • crafting, blooming, allegiance, lock
  • lunar, lunar_favor, player_lunar_aligned

Properties

No public properties are defined directly on this module. It exports a function that returns a table containing:

PropertyTypeDefault ValueDescription
SKILLStable(generated)A dictionary mapping skill IDs (strings) to skill definition tables. Each skill table contains title, desc, icon, pos, group, tags, connects, and callback fields like onactivate.
ORDERStable{"crafting", "gathering", "allegiance1", "allegiance2"}Ordered list of group names used to determine UI rendering priority.

Main functions

BuildSkillsData(SkillTreeFns)

  • Description: Factory function that constructs and returns all Wormwood-specific skill tree data. It accepts a table of utility functions (SkillTreeFns) used for skill logic (e.g., MakeCelestialChampionLock, CountTags). Skills are defined in a nested table with explicit activation/deactivation logic for component interactions.
  • Parameters: SkillTreeFns (table) — Contains helper functions such as MakeCelestialChampionLock and CountTags, typically provided by the shared skill tree system.
  • Returns: A table with two keys: SKILLS (list of skill definitions) and ORDERS (list of group names in display order).
  • Error states: None documented; relies on SkillTreeFns being properly supplied.

Events & listeners

Not applicable. This module does not register or emit game events; it only provides static configuration data.