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The diagram represents a resource management and crafting system within a game environment. Starting with two sources that infinitely produce resources, labeled as "Loot", the system simulates the process of collecting items of varying rarity and converting them into a final crafted product, marked as "Item". The key mechanism for determining the type of loot collected is a gate labeled "Rarity", which uses a probabilistic method (dice roll) to decide whether the collected loot is "Common" or "Rare", with respective probabilities set at 60% and 40%. These loot items are then directed to their corresponding pools ("Common" and "Rare").

The crafting process is detailed further by introducing a "Craft" converter node, which automatically takes resources from the "Common" and "Rare" pools to produce the final "Item". The resources are consumed by the "Craft" node at fixed rates, defined by resource connection formulas indicating that crafting an item requires three units from the "Common" pool and one unit from the "Rare" pool. The ultimate output is an "Item" that is stored in a designated pool before usage. This diagram effectively models a simplified version of a loot and crafting system typical in many RPGs (Role-Playing Games), focusing on resource acquisition, rarity determination, and item crafting mechanics.

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