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

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D RPG Playground
  • CRAFT 03 Crafting Menu

CRAFT 03 Crafting Menu

Table of Contents
  • Recipe Layout
    • Default Recipe Layout
      • Content
      • Ingredient Text
      • Outcome
  • Menu Requirement
    • Base Settings
    • General Requirement
  • Crafting Menu Screen
    • Menu Screen Settings
    • Crafting Part
      • Available Crafting Types
      • Type Box Settings
      • Recipe Box Settings
      • Create Box Settings
    • Description Part
  • Updating Overview Menu Screen
    • Button List 0
      • Menu Item 2
  • Save Changes
  • Updating the Start Game Schematic
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add To Inventory
  • Testing

In this tutorial we’ll set up a crafting menu screen.

This tutorial continues the sub-series for setting up crafting.

The crafting menu will list our available recipes, shows their ingredients and allows us to craft the items. Learn more about menu screens in this documentation.

Recipe Layout #

First, we’ll handle how a recipe’s information (ingredients, outcome, etc.) is displayed. This is done using a recipe layout.

Navigate to Inventory > Crafting Settings & Types > General Settings, we’ll set up the default recipe layout here.

Default Recipe Layout #

The default layout is usually used whenever we display a crafting recipe’s details – unless a custom recipe is used in a menu.

Content #

The content defines the combined text of the layout. It uses text codes to add the different parts of the information (e.g. listing the ingredients).

  • Text
    Set to:

<b><color=#FFFF00FF><name></color></b>
<description>

<b>Ingredient</b>
<ingredients>

<b>Outcome</b>
<outcome>

Ingredient Text #

Defines how each ingredient is displayed. By default each ingredient is displayed in it’s own line, we’ll keep it that way.

  • Default Content (Ingredient Text)
    Set to: <icon> <name> (<quantity>/<quantityavailable>)
  • Use Not Available Text
    Enable this setting.
    In case not enough of the required ingredient is in the user’s inventory, we’ll display a different text (just the same information but in a red color).
  • Default Content (Not Available Text)
    Set to: <color=#FF0000FF><icon> <name> (<quantity>/<quantityavailable>)</color>

Outcome #

Defines how each outcome is displayed. By default each outcome is displayed in it’s own line, we’ll keep it that way.

  • Default Content (Outcome)
    Set to: <icon> <name> (<quantity>/<quantityavailable>)

Menu Requirement #

We’ll set up a menu requirement template, as we only want the crafting menu to be available when we have crafting recipes.

Navigate to Templates > Menu Requirement and add a new requirement.

Base Settings #

  • Name
    Set to Crafting.

General Requirement #

  • Knows Recipes
    Enable this setting.

Crafting Menu Screen #

Next, we’ll set up the crafting menu.

Navigate to UI > Menu Screens and add a new menu screen.

Menu Screen Settings #

  • Name
    Set to Crafting.
  • Remember Selection
    Enable this setting.
  • Pause Notifications
    Enable this setting.
  • Block Notifications
    Enable this setting.
  • Block Flying Texts
    Enable this setting.
  • Pause Game
    Enable this setting.
  • Freeze Pause
    Enable this setting.

Crafting Part #

The Crafting part is used to display crafting recipes.

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Crafting.

The default setup will already show all types and sort them by name – we’ll change it to sort by ID.

Available Crafting Types #

  • Sort By
    Select ID.

Type Box Settings #

Lists the crafting types that are available.

  • Type Display
    Select Tabs.
    We’ll display the crafting types as tabs in the recipe box.

Recipe Box Settings #

Lists the crafting recipes from the selected crafting type.

  • Recipe Box
    Select Blue Menu Tab Center Scroll.
  • Sort By
    Select ID.
  • Add Back Button
    Select Last.

Create Box Settings #

Optionally displays detailed information about a recipe using a recipe layout – can also be used us a crafting confirmation.

We’ll use it as a HUD, only showing information for the selected recipe. The actual crafting is started by accepting a recipe in the recipe box.

  • Create Box Mode
    Select HUD.
  • Create Box
    Select Blue Top Right Fit.

Description Part #

Scroll down to the bottom of the settings to see the Add Menu Part button.

Click on the Add Menu Part button and select Description.

  • UI Box
    Select Blue Top Left Fit.

That’s it for the crafting menu screen.

Updating Overview Menu Screen #

Select the Overview menu screen, we’ll now add a button for the crafting menu.

Button List 0 #

Scroll down to Menu Item 1, the button for the Inventory menu screen.

Copy Menu Item 1.

Menu Item 2 #

This is the copied button, let’s change it.

  • Menu Screen
    Select Crafting.
  • Text (Button Content)
    Set to Crafting.

We’ll also use our menu requirement in the Requirements settings.

  • Hide
    Enable this setting.
    The button will be hidden if the requirement check fails.
  • Use Menu Requirement
    Enable this setting.
  • Menu Requirement
    Select Crafting.

Save Changes #

And that’s it for our crafting menu!

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

Updating the Start Game Schematic #

We’ll update the Start Game schematic that’s used to set up the player group and add the crafting recipes and some ingredients to be able to test the system.

Navigate to Schematics, select your Start Game schematic and add the following new nodes at the end.

Add Recipe #

Add Node > Inventory > Crafting > Add Recipe

This node is used to add a crafting recipe or all recipes of a crafting type – we’ll add by type.

  • Object (Combatant)
    Select Player.
  • Add Crafting Type
    Enable this setting.
  • Crafting Type
    Select Potions.

You can ignore the Quantity setting, since our recipes are not set up to be consumed on use, i.e. quantities aren’t used by them.

Add Recipe #

Add Node > Inventory > Crafting > Add Recipe

Copy the previous Add Recipe node and change the used type.

  • Crafting Type
    Select Weapons.

Add Recipe #

Add Node > Inventory > Crafting > Add Recipe

Copy the previous Add Recipe node and change the used type.

  • Crafting Type
    Select Shields.

Add Recipe #

Add Node > Inventory > Crafting > Add Recipe

Copy the previous Add Recipe node and change the used type.

  • Crafting Type
    Select Armor.

Add Recipe #

Add Node > Inventory > Crafting > Add Recipe

Copy the previous Add Recipe node and change the used type.

  • Crafting Type
    Select Accessories.

Add To Inventory #

Add Node > Inventory > Inventory > Add To Inventory

We’ll now add some materials to the player’s inventory.

  • Object (Combatant)
    Select Player.

There’s already an item added automatically.

  • Type
    Select Item.
  • Item
    Select Empty Bottle.
  • Quantity
    Select Value > Value.
    Set the value to 10.

Copy the item and change the following settings.

  • Item
    Select Strange Liquid.

Copy the item and change the following settings.

  • Item
    Select Slime.
  • Quantity
    Select Value > Value.
    Set the value to 5.

Copy the item and change the following settings.

  • Item
    Select Bone.

Copy the item and change the following settings.

  • Item
    Select Venom.

Copy the item and change the following settings.

  • Item
    Select Bat Wing.

Copy the item and change the following settings.

  • Item
    Select Wood.
  • Quantity
    Select Value > Value.
    Set the value to 10.

Copy the item and change the following settings.

  • Item
    Select Iron.
  • Quantity
    Select Value > Value.
    Set the value to 15.

And that’s it for the schematic. Click on Save Schematic to save the changes.

Tip!

Use node groups to organize your schematics.

Select all nodes that we just added, right-click on a node and select: Node Groups > Add Group or Node Groups > Add To Group > Add New Group

This’ll create a new node group and add all selected nodes to it. You can change the node group’s name by selecting it and changing the name in the settings.

Testing #

Hit play, call the menu and open the crafting menu.

You can change tabs with the next/previous tab keys (we set them up in UI > UI Boxes > General Settings) and craft items by accepting a button.

The info box on the right side shows the needed ingredients and outcome of the recipe.

With this we have a working crafting system – but let’s do a bit more!

Next, we’ll add a crafting proficiency system.

Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on January 15, 2022
Table of Contents
  • Recipe Layout
    • Default Recipe Layout
      • Content
      • Ingredient Text
      • Outcome
  • Menu Requirement
    • Base Settings
    • General Requirement
  • Crafting Menu Screen
    • Menu Screen Settings
    • Crafting Part
      • Available Crafting Types
      • Type Box Settings
      • Recipe Box Settings
      • Create Box Settings
    • Description Part
  • Updating Overview Menu Screen
    • Button List 0
      • Menu Item 2
  • Save Changes
  • Updating the Start Game Schematic
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add Recipe
    • Add To Inventory
  • Testing
Sitemap
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (59)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (129)
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!