The crafting system allows combining different ingredients to create new things.
Crafting Types are used to separate the crafting process into different types – like forging or alchemy. They are created in the ORK Framework editor in Inventory > Crafting Types.
The crafting types are used in menus to optionally separate the crafting recipes known by the player.
To create a new item, the player needs to know the Crafting Recipe for it. They are created in the ORK Framework editor in Inventory > Crafting Recipes. Recipes can be learned through the menu system or using items.
A crafting recipe defines a list of ingredients needed to create a list of outcomes. Ingredients and outcomes can be items, weapons, armors and currency. If ingredients are consumed in the crafting process is defined by their Chance setting – e.g. if creating a new sword requires an anvil, but it shouldn’t be consumed, set it’s chance to 0.
Creating the outcome of a recipe can depend on a crafting chance. Beside using a simple value (like 80 %), you can also use formulas to calculate the success chance – i.e. you can use the player’s status values. This enables you to set up crafting status values to influence the player’s skill to craft certain items.
Using crafting recipes
Crafting recipes are used through Menu Screens. You can limit which crafting types will be displayed in each menu – this allows creating menus for each crafting type individually. With the possibility to open menu screens through the event system, you can use this to bind crafting certain items to locations in the game, like allowing forging new weapons and armors only when the player is in a smithy.
How the crafting recipes and their ingredients and outcomes are displayed in the menu screen is defined by Recipe Layouts. The Default Recipe Layout is set up in Inventory > Inventory Settings – each crafting recipe and menu screen can override the default layout with an individual layout.