In this tutorial we’ll add crafting proficiency and critical crafting outcome.
This tutorial is part 4 of a mini-series covering crafting. You can find the start of this series here.
We’ll use a global double variable for our proficiency system (key CraftingProficiency) – you can also use a status value, but in that case the proficiency is bound to a single combatant. The global variable allows us to have a crafting proficiency independent from the used combatant.
The proficiency will be increased a bit by each craft and is used to check for critical outcome. A critical outcome will increase the proficiency even more and, depending on the item, add an additional item or increase the stats of crafted equipment. This’ll be done by using schematics.
We’ll set up:
- schematics to increase crafting proficiency during crafting
- update crafting settings to use the schematics
- update crafting recipes to provide critical outcome
This tutorial is based on the ORK 4 Unity Quickstart 3D tutorials and the previous crafting tutorials, but can be used in any project.
Crafting Success Schematic #
This schematic will be used by a regular crafting outcome and increase the proficiency by 0.1 to 0.3.
Open the schematic editor.
Change Variables #
Add Node > Value > Variable > Change Variables
This node is used to change variables, we’ll use it to increase our CraftingProficiency.
Click on Add Variable.
- Variable Key
Set the value to: CraftingProficiency - Variable Origin
Select: Global - Type
Select: Double - Operator
Select: Add - Float Value
Select: Value > Random
Set the first value to: 0.1
Set the second value to: 0.3
And that’s it for the schematic. Click on Save Schematic to save it, e.g. as CraftingSuccess.
Critical Crafting Success Schematic #
This schematic will be used by a critical crafting outcome and increase the proficiency by 0.5 to 1.
We’ll adjust the CraftingSuccess schematic and save it as a new schematic using the Save Schematic As … button.
Change Variables #
Change the random values:
- Double Value
Set the first value to: 0.5
Set the second value to: 1
And that’s it for the schematic. Click on Save Schematic As … to save it as a new schematic, e.g. as CriticalCraftingSuccess.
Equipment Critical Crafting Success Schematic #
This schematic will be used by a critical crafting outcome of equipment recipes, increase the proficiency by 0.5 to 1 and add an additional status bonus. The crafted items are available as local selected data via the key action, which allows us to access and change them.
We’ll adjust the CriticalCraftingSuccess schematic and save it as a new schematic using the Save Schematic As … button.
Change Selected Data Name #
Add Node > Value > Selected Data > Change Selected Data Name
This node is used to change the name of things stored in selected data.
We’ll change the equipment’s name to add a + at the end.
- Data Key
Set to: action - Data Origin
Select: Local - Name
Set to: <name>+
Add Random Status Bonus #
Add Node > Inventory > Equipment > Add Random Status Bonus
This node is used to add random status bonuses to equipment, passive abilities, combatants or classes stored in selected data.
We’ll add multiple status value bonuses and add one randomly.
- Data Key
Set to: action - Data Origin
Select: Local - Add Bonus Range
Select: Random
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
And that’s it for the schematic. Click on Save Schematic As … to save it as a new schematic, e.g. as EquipmentCriticalCraftingSuccess.
Updating Crafting Settings #
With our schematics finished, we can start with setting them up to be used by our recipes.
We’ll use the regular schematics via the default schematics of the crafting general settings and override them for all recipes of the Equipment content type for the equipment crafting schematic.
Equipment Content Type #
We’ll start with the Equipment content type – we’ll override the crafting schematics to use the EquipmentCriticalCraftingSuccess schematic for all equipment recipes.
Open the ORK editor, navigate to Content > Content Types and select the Equipment content type.
Crafting Recipe Settings > Crafting Schematics #
- Own Crafting Schematics
Enable - Schematic Asset (Outcome Schematic)
Select: CraftingSuccess
Since the settings override all crafting schematics for the type, we also need to define the regular crafting success schematic here. - Schematic Asset (Critical Outcome Schematic)
Select: EquipmentCriticalCraftingSuccess
General Settings #
Next, we set up the default crafting schematics used by all other recipes.
Navigate to Inventory > Crafting Recipes and select General Settings.
Crafting Schematics #
- Schematic Asset (Outcome Schematic)
Select: CraftingSuccess - Schematic Asset (Critical Outcome Schematic)
Select: CriticalCraftingSuccess
Updating Crafting Recipes #
And finally, we’ll update the crafting recipes to use critical crafting. The critical crafting setup is the same for all recipes.
The critical outcome for potion recipes will simply add 2 of the same potion, while the equipment recipes will use the regular outcome and enhance it using the schematic we’ve set up.
Change the following settings for all recipes.
Crafting Settings > Critical Chance #
We’ll first do the critical chance setup for all recipes, as that’ll be the same for all of them.
- Use Critical Chance
Enable - Critical Chance (%)
Select: Variable > Double Variable - Variable Key
Set the value to: CraftingProficiency - Variable Origin
Select: Global
Now, let’s look at the setup for the individual crafting recipes.
Potion Recipe #
The potion recipe will add 2 instead of 1 on critical success.
Critical Outcome #
Click on Add Critical Outcome.
- Item
Select: Potion - Quantity
Select: Value > Value
Set the value to: 2
High Potion Recipe #
The high potion recipe will add 2 instead of 1 on critical success.
Critical Outcome #
Click on Add Critical Outcome.
- Item
Select: High Potion - Quantity
Select: Value > Value
Set the value to: 2
Magic Potion Recipe #
The magic potion recipe will add 2 instead of 1 on critical success.
Critical Outcome #
Click on Add Critical Outcome.
- Item
Select: Magic Potion - Quantity
Select: Value > Value
Set the value to: 2
Revive Potion Recipe #
The revive potion recipe will add 2 instead of 1 on critical success.
Critical Outcome #
Click on Add Critical Outcome.
- Item
Select: Revive Potion - Quantity
Select: Value > Value
Set the value to: 2
Cure Potion Recipe #
The cure potion recipe will add 2 instead of 1 on critical success.
Critical Outcome #
Click on Add Critical Outcome.
- Item
Select: Cure Potion - Quantity
Select: Value > Value
Set the value to: 2
Enhanced Sword Recipe #
The enhanced sword recipe will use the regular outcome on critical success. The critical outcome schematic set up in it’s content type will handle adding status bonuses to it.
Critical Outcome #
- Use Regular Outcome
Enable
Enhanced Staff Recipe #
The enhanced staff recipe will use the regular outcome on critical success. The critical outcome schematic set up in it’s content type will handle adding status bonuses to it.
Critical Outcome #
- Use Regular Outcome
Enable
Iron Armor Recipe #
The iron armor recipe will use the regular outcome on critical success. The critical outcome schematic set up in it’s content type will handle adding status bonuses to it.
Critical Outcome #
- Use Regular Outcome
Enable
Save Changes #
And that’s it for our crafting proficiency!
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Testing #
Hit play and craft some things.
Tip!
If you don’t have the crafting recipes or materials needed, you can use the player’s inspector to add content to the inventory.
Select the Fighter object in the scene hierarchy and scroll to the Combatant Component in the inspector.
The Inventory foldout allows you to add any inventory content to the combatant – e.g. crafting recipes or material items.
You can also use the inspector to change status values or status effects.
After a bit of crafting, you’ll start getting some critical success.
The crafting tutorial mini-series will continue!




