Game systems

Crafting in your game: trade-up recipes

How ready-made iDos Games crafting works - recipes that turn several items of one rarity into a better one, a contract of owned items, auto-fill and a result rolled by the server - and how to set it up in the dashboard.

Updated: Русский

Crafting is a ready-made trade-up system: the player puts several items of one rarity or collection into a contract and gets a better one. The server checks the items and rolls the result, so a craft cannot be faked from the game.

What the player sees

  • Recipes as cards, lowest rarity first: what goes in and what can come out.
  • The contract: the fitting items the player owns, tap to add; worn gear does not count.
  • "Auto" fills the contract from the most plentiful items.
  • Price options and the result flying into the inventory; "not enough coins" offers the store.
Craft
12 450
320
3 Common → Rarefor coins
Open
3 Rare → Legendaryfor gems
Open
Sword
Shield
Add
Contract: 2/3
Auto
Craft · 500
The title recipes, lowest rarity first.
The contract: tap your items to add them; worn gear does not count.
"Auto" fills from the most plentiful; the server rolls the result.
Example. The craft screen: recipes, the contract and the craft button.

How it works

  • A recipe takes N items of a rarity or a collection plus a price.
  • The result is rolled from the items with a weight above zero: only they are promised to the player.
  • A badge counts recipes the player can run now.

Step 01Add the system to your project

Ask the AI coder: "Add crafting". It installs the ready system with two demo recipes: Common to Rare for coins and Rare to Legendary for gems.

Step 02Set it up in the dashboard

Open the dashboard, pick your project and go to Live Operations → v2 → Craft.

  • Create a recipe: what goes in (rarity or collection, how many) and the price options.
  • Mark which items can come out: weight above zero.

The AI button on the page opens an assistant: describe what you need, it proposes changes, and you review them and press Save.

Step 03Test and release

Check the system in the test version of your app. Settings go to the live app as a separate action - see publishing and links.

For developers

Crafting works through client.craft in @idosgames/core.

TypeScript
// Craft once from three owned item instances
const res = await client.craft.craft('common_to_rare', [itemA, itemB, itemC], 1)
if (!res.ok) return showError(res.error)
// The result is in the response and already in the inventory cache
  • Pass the item instances the player chose; the server re-checks every one.
  • Do not count worn equipment as available: the server refuses it.

Every field is described in the craft-system skill, served by the SDK MCP server.

Frequently asked questions

Can crafting use items of a collection?

Yes. A recipe can take items of a rarity or of a collection.

Is the result random?

Yes, the server rolls it from the items you marked as possible results.

See also

Make your own game

Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.