Community
Product
Solutions
Academia
Resources new
Pricing
Company

Copy of Loot and Craft

About

--- Auto-Generated Description ---
This diagram illustrates a resource management and crafting system typically found in gaming economies. It begins with a Source node labeled "Loot," which generates resources representing material drops. These resources are then distributed by a Gate node named "Rarity," which randomly assigns the resources to two Pools: "Common" and "Rare," at percentages of 60% and 40%, respectively. 

Resources from these pools are utilized in a crafting process, facilitated by a Converter node named "Craft." The crafting process requires resources from both pools—3 units from "Common" and 1 unit from "Rare"—to produce an item stored in a Pool labeled "Item." This setup simulates a game's loot and crafting economy, where materials of varying rarity are collected and used in recipes to craft new items. The probabilistic distribution of loot into common and rare categories, and their subsequent use in crafting, provides a dynamic and variable output based on the initial conditions and the algorithmic processes defined within the system.

Tags

This diagram doesn’t have any tags yet
Edited more than 1 month ago
0
10
This diagram is a forked version, with hidden attributions due to privacy settings or content removal.

Enjoying what you see?
Show your appreciation by saving it with a click!

Be the first to this diagram

Top trending diagrams