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Combined play

Turn a task reward into a fishing attempt, exchange spare cards for a collectible, or require a key before opening a box. These are rules you build with custom items, crafting recipes, and Open box effects. They are not built-in fishing modes or card games, and do not add an automatic pity system.

Start with one small combination. All prices and quantities below are examples using your own in-app items, with no cash value or real-world payout. Set up and test each recipe or effect separately before joining the steps together.

Buy a locked box, combine it with a task-earned key in a separate craft, then use the openable box separately for a random result.

Turn a task reward into a fishing attempt​

Earn and consume bait for a random fishing result; craft three minnows plus two shells into one badge.

Create Minnow and Carp as collectible items, then create a usable Bait item. Set a short task to award Bait ×1, so each completion earns one attempt.

Add an Open box effect to Bait with this table:

RewardFixed quantityProbability
Minnow160%
Carp130%
No catch; leave this portion unassignedNo reward rowRemaining 10%

Save the effect and Bait. When you use 1 bait, it is consumed whether you receive a fish or get the empty result. The fish, if awarded, stays in Inventory. See probabilities and repeated draws for why repeated uses can give the same fish or no catch.

For a collection milestone, create a Shell item and a Keepsake badge. Award shells from another task, then give the badge a recipe: Minnow ×3 + Shell ×2 → Keepsake badge ×1. Crafting spends those materials and stores the badge in Inventory. The recipe is separate from the random catch.

Require a rod without spending it​

You can name the usable item Fishing attempt instead of Bait. Ordinary use consumes the item itself, so using a Fishing rod would spend the rod. A non-usable rod does not automatically become a requirement for using Bait.

If you want to require a rod and keep it, replace the direct-use Bait setup above:

  1. Create and save Fishing rod and Fishing attempt. Turn off Usable on both Fishing rod and Bait. Remove the Open box effect from Bait; only Fishing attempt has the Open box effect, using the fish table above.
  2. From Fishing attempt's editor, configure Fishing rod ×1 + Bait ×1 → Fishing attempt ×1 + the same Fishing rod ×1, following the returned-tool pattern.
  3. Turn off Purchasable on Fishing attempt and check that tasks, other effects, and other recipes do not grant it directly. Keep the task reward as Bait ×1.
  4. With a rod and bait in Inventory, craft once. Bait decreases by 1, one attempt is added, and the rod's stock is unchanged. Then use the crafted attempt separately for the random catch.

The requirement comes from this recipe, not from naming an item Fishing rod. Leaving Bait usable with its original Open box effect would let you bypass the rod. Returned rods do not reduce batch requirements: for a batch of 10 attempts, you must already have 10 rods and 10 bait; with one rod, craft one attempt at a time.

Collect cards, then exchange spare copies​

Use one pack for one random card plus one fragment; craft five fragments into one foil card.

Create three collectible items named Meadow card, River card, and Mountain card. Make a Card pack with one Open box effect: one card per use, at 70%, 25%, and 5% respectively. Award packs from tasks, or set a coin price you are comfortable with. You can receive the same card repeatedly.

For a predictable use for spare cards, create Card fragment and Foil card and give Foil card this recipe:

Meadow card ×3 + Card fragment ×2 → Foil card ×1

Follow the recipe setup steps. The recipe consumes the specified Meadow cards. It cannot accept “any three cards” unless you create separate recipes for those alternatives. It also does not distinguish a spare copy from the last one you wanted to keep. With four Meadow cards, crafting once leaves one; with three, it leaves none.

Give a fragment with every pack​

Edit Card pack and keep its existing Open box effect. Add a separate fixed Items effect for Card fragment ×1, with randomness off, using the fixed-bonus setup.

Every successful use consumes a pack, draws a card, and adds one fragment. The fixed fragment also works if you later give the random table an empty-result chance. You can create a separate recipe: Card fragment ×5 → Foil card ×1. Saving five fragments then gives you an explicit exchange route.

This exchange does not change the pack's probabilities or reset when you draw a rare card. The fragments remain ordinary inventory items: spending or discarding them reduces how many you have available for the recipe.

Combine buying, crafting, and opening​

To add a key requirement, create three items: Locked box, Key, and Openable box. Configure the Open box use effect on Openable box only. Leave Locked box and Key non-usable so you do not accidentally consume them through ordinary use.

StageExample setupResult
Buy a locked boxLocked box price: Coins ×20Coins −20; Locked box +1
Earn a keyA task rewards Key ×1Key +1 when its reward is granted
Craft an openable boxLocked box ×1 + Key ×1 → Openable box ×1Both ingredients are consumed; one Openable box is added
Open itUse Openable box ×1The openable box is consumed and its random effect runs

Set the recipe from Openable box's editor using the recipe setup steps. Keep direct purchasing disabled on Openable box if you want this recipe to be its acquisition route. Also check that your tasks and other rewards do not hand it out directly if your intention is to require the key.

There is no extra charge at the opening stage beyond consuming the openable box unless you add deduction effects yourself. An empty draw does not refund the earlier coins, key, or box.

Build a short crafting chain​

To turn raw task rewards into a finished badge, create two separate recipes:

  1. Ore ×2 + Fuel ×1 → Ingot ×1
  2. Ingot ×2 + Wood ×1 → Badge ×1

Set up the first from Ingot's editor and the second from Badge's editor. Starting with 4 ore, 2 fuel, and 1 wood, run the first recipe twice, or as a batch of two, then manually run the badge recipe once. You spend those materials and gain 1 badge. The badge recipe will not make missing ingots, buy materials, or run the first recipe for you.

Common questions​

Test with one low-cost item before processing a batch. Back up your data before major changes to recipes or rewards.