ORK Framework Logo - RPG Editor for Unity
  • ORK 4 BETA
  • Features
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • Quickstart Extended
  • Battle Tutorials
    • Adding Active Time Battles
    • Adding Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Tutorials
  • Gameplay Tutorials

Crafting 02: Materials & Recipes

In this tutorial we’ll set up crafting recipes and the material items they use.

This tutorial is part 2 of a mini-series covering crafting. You can find the start of this series here.

We’ll set up:

  • material items
  • better equipment to craft
  • crafting recipes

This tutorial is based on the ORK 4 Unity Quickstart 3D tutorials and uses the crafting menu setup, but can be used in any project.

Items #

We’ll start with adding a bunch of new items that’ll be used as materials (ingredients) in our crafting recipes.

Open the ORK editor, navigate to Inventory > Items, we’ll add several new items.

Empty Bottle #

Add a new item.

  • Name
    Set to: Empty Bottle
  • Description
    Set to: Used to create potions.
  • Sprite (Icon)
    Select: icons_62

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Content Type
    Select: Materials

Base Settings > Price Settings #

  • Sellable
    Enable
  • Buy Price
    Select: Value > Value
    Set the value to: 1

The default sell price settings should already be correct, selling for 50% of the original price.

  • Sell Price
    Select: Value > Value
    Set the value to: 50
  • Sell In
    Select: Percent

Use Settings #

The materials are not useable on their own, i.e. we need to make it not useable.

This’ll also remove any settings related to item use, e.g. user and target changes.

  • Useable In
    Select: None

Strange Liquid #

Copy the Empty Bottle item and change the following settings.

  • Name
    Set to: Strange Liquid
  • Description
    Set to: A bad smelling liquid coming from monsters.
    Used to create various potions.
  • Sprite (Icon)
    Select: icons_199

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 3

Slime #

Copy the Strange Liquid item and change the following settings.

  • Name
    Set to: Slime
  • Description
    Set to: A slimy secretion.
    Used to create magic potions.
  • Sprite (Icon)
    Select: icons_157

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 10

Bone #

Copy the Slime item and change the following settings.

  • Name
    Set to: Bone
  • Description
    Set to: A bone.
    Used to create revive potions.
  • Sprite (Icon)
    Select: icons_57

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 20

Venom #

Copy the Bone item and change the following settings.

  • Name
    Set to: Venom
  • Description
    Set to: Venomous secretion.
    Used to create cure potions.
  • Sprite (Icon)
    Select: icons_166

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Set the value to: 5

Iron #

Copy the Venom item and change the following settings.

  • Name
    Set to: Iron
  • Description
    Set to: An iron ingot.
    Used to create equipment.
  • Sprite (Icon)
    Select: icons_143

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 20

Better Equipment #

Before we start with setting up recipes, we’ll add better versions of the sword, staff and armor to give the player something to craft that’s worth the trouble.

Navigate to Inventory > Equipment.

Enhanced Sword #

Copy the Sword equipment and change the following settings.

  • Name
    Set to: Enhanced Sword
  • Sprite (Icon)
    Select: icons_482

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 300

Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #

The enhanced sword will give more ATK bonus.

  • Bonus Value
    Set to: 50

Random Status Bonuses #

We’ll also give a random bonus between -10 and 10 to ATK, making each sword unique.

In total, the enhanced sword can give an ATK bonus between 40 and 60.

Click on Add Random Bonus.

  • Random Bonus
    Select: Status Value
  • Status Value
    Select: ATK
  • Minimum Random
    Set to: -10
  • Maximum Random
    Set to: 10

Enhanced Staff #

Copy the Staff equipment and change the following settings.

  • Name
    Set to: Enhanced Staff
  • Sprite (Icon)
    Select: icons_477

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 400

Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #

The enhanced staff will give more MATK bonus.

  • Bonus Value
    Set to: 80

Random Status Bonuses #

We’ll also give a random bonus between -20 and 20 to MATK, making each sword unique.

In total, the enhanced staff can give an MATK bonus between 60 and 100.

Click on Add Random Bonus.

  • Random Bonus
    Select: Status Value
  • Status Value
    Select: MATK
  • Minimum Random
    Set to: -20
  • Maximum Random
    Set to: 20

Iron Armor #

Copy the Leather Armor equipment and change the following settings.

  • Name
    Set to: Iron Armor
  • Sprite (Icon)
    Select: icons_3

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 250

Fixed Status Bonuses > Status Bonuses > Status Bonus 0 #

The iron armor will give more DEF bonus.

  • Bonus Value
    Set to: 60

Fixed Status Bonuses > Status Bonuses > Status Bonus 1 #

The iron armor will give more MDEF bonus.

  • Bonus Value
    Set to: 20

Random Status Bonuses #

We’ll also add multiple random status value bonuses, but only one of them will be used by an instance of the iron armor.

  • Add Bonus Range
    Select: Random
    This’ll randomly add one of the added bonuses.

Click on Add Random Bonus.

  • Random Bonus
    Select: Status Value
  • Status Value
    Select: Max HP
  • Minimum Random
    Set to: 10
  • Maximum Random
    Set to: 50

Copy the random bonus.

  • Status Value
    Select: Max MP

Copy the random bonus.

  • Status Value
    Select: DEF
  • Maximum Random
    Set to: 20

Copy the random bonus.

  • Status Value
    Select: MDEF
  • Maximum Random
    Set to: 20

Potion Recipes #

Next, we’ll set up crafting recipes – we’ll start with the potions.

Navigate to Inventory > Crafting Recipes, we’ll change the Default recipe and add additional recipes.

Potion Recipe #

This recipe will create a simple potion out of an empty bottle and a strange liquid.

The default setup of item selections always has a quantity of 1, so we don’t need to change it in most cases.

  • Name
    Set to: Potion Recipe
  • Description
    Set to: Creates a potion.
  • Sprite (Icon)
    Select: icons_164

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Content Type
    Select: Potions

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 100

Ingredients #

The ingredients define the items that are needed to create the outcome.

Click on Add Ingredient.

  • Item
    Select: Empty Bottle

Click on Add Ingredient.

  • Item
    Select: Strange Liquid

Outcome #

The outcome defines what will be the result of the craft.

Click on Add Outcome.

  • Item
    Select: Potion

High Potion Recipe #

Copy the Potion Recipe – we’ll adjust a few things. The high potion requires 1 empty bottle and 3 strange liquids.

  • Name
    Set to: High Potion Recipe
  • Description
    Set to: Creates a high potion.
  • Sprite (Icon)
    Select: icons_167

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 1 #

The high potion will require 3 strange liquids instead of 1.

  • Quantity
    Set the value to: 3

Outcome #

  • Item
    Select: High Potion

Magic Potion Recipe #

Copy the Potion Recipe again. The magic potion requires 1 empty bottle, 1 strange liquid and 1 slime.

  • Name
    Set to: Magic Potion Recipe
  • Description
    Set to: Creates a magic potion.
  • Sprite (Icon)
    Select: icons_155

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients #

Click on Add Ingredient.

  • Item
    Select: Slime

Outcome #

  • Item
    Select Magic Potion.

Revive Potion Recipe #

Copy the Magic Potion Recipe. The revive potion requires 1 empty bottle, 1 strange liquid and 1 bone.

  • Name
    Set to: Revive Potion Recipe
  • Description
    Set to: Creates a revive potion.
  • Sprite (Icon)
    Select: icons_173

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 2 #

  • Item
    Select Bone.

Outcome #

  • Item
    Select Revive Potion.

Cure Potion Recipe #

Copy the Revive Potion Recipe. The cure potion requires 1 empty bottle, 1 strange liquid and 1 venom.

  • Name
    Set to: Cure Potion Recipe
  • Description
    Set to: Creates a cure potion.
  • Sprite (Icon)
    Select: icons_185

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 2 #

  • Item
    Select: Venom

Outcome #

  • Item
    Select: Cure Potion

Equipment Recipes #

We’ll continue with the equipment recipes – keep adding new crafting recipes.

We don’t set up recipes for the standard equipment and only craft the enhanced equipment.

Enhanced Sword Recipe #

Add a new crafting recipe. The enhanded sword requires 1 sword and 1 iron.

  • Name
    Set to: Enhanced Sword Recipe
  • Description
    Set to: Crafts an enhanced sword.
  • Sprite (Icon)
    Select: icons_482

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Tip!

Want to add the description of the crafted item to the recipe’s description?

Use text codes for this – you can easily add text codes for the correct item using the buttons above the text field you’re editing.

Click on Data – this shows all available data, data entries and their text codes.

Select Equipment in the first popup, Enhanced Sword in the 2nd popup and Description in the 3rd popup. Click on add to add the description of the Enhanced Sword equipment.

Base Settings #

  • Content Type
    Select: Equipment

Base Settings > Price Settings #

  • Buy Price
    Set the value to: 200

Ingredients #

Click on Add Ingredient.

  • Type
    Select: Equipment
  • Equipment
    Select: Sword

Click on Add Ingredient.

  • Item
    Select: Iron.

Outcome #

Click on Add Outcome.

  • Type
    Select: Equipment
  • Equipment
    Select: Enhanced Sword

Enhanced Staff Recipe #

Copy the Enhanced Sword Recipe. The enhanded staff requires 1 staff and 2 iron.

  • Name
    Set to: Enhanced Staff Recipe
  • Description
    Set to: Crafts an enhanced staff.
  • Sprite (Icon)
    Select: icons_477

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 0 #

  • Equipment
    Select: Staff

Ingredients > Ingredient 1 #

  • Quantity
    Set the value to: 2

Outcome > Outcome 0 #

  • Equipment
    Select: Enhanced Staff

Iron Armor Recipe #

Copy the Enhanced Staff Recipe. The iron armor requires 1 leather armor and 3 iron.

  • Name
    Set to: Iron Armor Recipe
  • Description
    Set to: Crafts an iron armor.
  • Sprite (Icon)
    Select: icons_3

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 0 #

  • Equipment
    Select: Leather Armor

Ingredients > Ingredient 1 #

  • Quantity
    Set the value to: 3

Outcome > Outcome 0 #

  • Equipment
    Select: Iron Armor

Save Changes #

And that’s it for the crafting recipe setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Testing #

The current setup doesn’t give us much to test – if you want, you can add crafting recipes and materials in your Start Game schematic (using Add Recipe and Add To Inventory nodes).

The next part of the crafting mini-series will add material loot to enemies and an NPC that’ll give the player the first crafting recipe and materials.

Table of Contents
  • Items
    • Empty Bottle
      • Base Settings
      • Base Settings > Price Settings
      • Use Settings
    • Strange Liquid
      • Base Settings > Price Settings
    • Slime
      • Base Settings > Price Settings
    • Bone
      • Base Settings > Price Settings
    • Venom
      • Item Settings > Price Settings
    • Iron
      • Base Settings > Price Settings
  • Better Equipment
    • Enhanced Sword
      • Base Settings > Price Settings
      • Fixed Status Bonuses > Status Bonuses > Status Bonus 0
      • Random Status Bonuses
    • Enhanced Staff
      • Base Settings > Price Settings
      • Fixed Status Bonuses > Status Bonuses > Status Bonus 0
      • Random Status Bonuses
    • Iron Armor
      • Base Settings > Price Settings
      • Fixed Status Bonuses > Status Bonuses > Status Bonus 0
      • Fixed Status Bonuses > Status Bonuses > Status Bonus 1
      • Random Status Bonuses
  • Potion Recipes
    • Potion Recipe
      • Base Settings
      • Base Settings > Price Settings
      • Ingredients
      • Outcome
    • High Potion Recipe
      • Ingredients > Ingredient 1
      • Outcome
    • Magic Potion Recipe
      • Ingredients
      • Outcome
    • Revive Potion Recipe
      • Ingredients > Ingredient 2
      • Outcome
    • Cure Potion Recipe
      • Ingredients > Ingredient 2
      • Outcome
  • Equipment Recipes
    • Enhanced Sword Recipe
      • Base Settings
      • Base Settings > Price Settings
      • Ingredients
      • Outcome
    • Enhanced Staff Recipe
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome > Outcome 0
    • Iron Armor Recipe
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome > Outcome 0
  • Save Changes
  • Testing
Sitemap
  • ORK 4 BETA
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (73)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (156)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!