Community
Community
Activity
Discord
Twitter
Youtube
Product
Design
Predict
Balance
Integrate
Solutions
Games
Tokenomics Design
Gamification
iGaming
Financial
Business Process Management
Manufacturing
Healthcare
E-commerce
Marketing
Data Centers
Academia
Educators
Academic Research
Resources
new
Documentation
Download the
LiveOps: Turning Chaos into Predictive Clarity Handbook
Webinars
Articles
Glossary
new
Pricing
Company
Contact
About
Careers
Partners
Machinations
Community
Product
Solutions
Academia
Resources
new
Pricing
Company
Gladiator Versus Battle
Bogdan Florea
Edited 64 days ago
27
Open
7
Handover from Bogdan Academia turn Pro
d bob
Description
--- Auto-Generated Description--- This diagram is a simulation model for a combat system where two fighters are pitted against each other, with their performance determined by randomized gear and stats. The system begins by generating attributes for armor, attack, evasion rate, and IQ for both fighters. These attributes influence the equipment they can use, such as swords, shields, bows, and various armor pieces, through a set of converters that apply random bonuses to these stats using dice roll mechanics, symbolized by expressions like "D10+10". These modifiers reflect the variability and unpredictability common in battle scenarios, where gear and quick thinking can drastically alter the outcome. The central mechanic of the diagram is the allocation of fighter points based on the comparison of gear and intelligence stats, simulating combat outcomes between the two fighters. This is done through a series of registers that compare specific attributes to determine who gains the advantage in categories like IQ, armor, and attack strength. For instance, armor defense stats may be compared to decide if a fighter's attack gets through, and evasion rates might determine who can avoid an incoming attack effectively. The fighters accumulate points based on these comparisons, with the diagram potentially draining resources from one fighter to the other, representing the loss of health or stamina. The overall flow of resources through pools, gates, and drains, facilitated by the underlying formulas in resource and state connections, dynamically illustrates the fluctuating tide of battle, with the winner being determined by whose fighter points reach a specific threshold first. --- Auto-Generated Description --- This diagram depicts a complex system for simulating a battle between two combatants, incorporating elements of randomness, strategic gear choices, and statistical comparisons to determine outcomes. The setup involves various resource pools representing attributes such as Armor, Attack, and Evasion rate, as well as gear items like Swords, Shields, Boots, and more. Converters and source nodes generate resources simulating the acquisition or improvement of these statistics and items. Resource connections with formulas introduce variability and the chance element in battles, reflecting the unpredictability of combat situations. The system utilizes converters to translate certain inputs (e.g., clicking to start a fight, resetting stats) into stat changes, represented by resources moving between pools. The use of gates and state connections enables conditional logic and outcomes, such as determining the better gear between combatants or the consequences of different combat strategies. Machination registers perform comparisons of stats and gear, ultimately contributing to the calculation of fighter points. This simulation allows for dynamic interactions and outcomes based on the strategic selections and random elements introduced, mimicking the complex decision-making and luck involved in battle scenarios.
Share
More from
Bogdan Florea