I have another question about the crafting. I managed to create one recipe and to craft it with the according three ingredients, according to the documentation: https://adventurecreator.org/tutorials/crafting-inventory-items
Result is set to "automatic" because I want to see the preview.
But when a needed ingredient is missing or another ingredient is added that doesn't belong to the recipe, my "create" actionlist is still played instead of the failure one and I don't know how to prevent that.
I think I saw somewhere a "check recipe" and guess it can be used to compare if the ingredients are valid.
My workaround for now is adding the ingredients for the one and only recipe I need in my small game to a special item category, so at least players can't add wrong items. But of course it makes crafting much more boring.
And the "create" button actionlist even works if there is not even one item added to the ingredients.
Maybe I can check stuff in the "create" actionlist to make it work as expected?
But unfortunately I don't know what.
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Comments
To be clear: you're referring to the "Create" button inside the default Crafting menu?
The button's clickablity isn't tied to anything - it'll be clickable at all times - but the default Inventory: Crafting Action shouldn't have an effect unless all items in the Crafting element can be used to create a Recipe.
You can alter this behaviour with scripting however, by reading the Output element's ActiveRecipe property, which will be null if a Recipe cannot be currently created.
If you want to run Actions only once a Recipe has been created, you can assign an ActionList in the Recipe's ActionList on create field in the Inventory Manager.