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This diagram models a simple spell-casting system within a game, specifically focusing on a player using a "Fireball" ability. The system is built around managing a player’s resources, namely mana, to cast spells and inflict damage on opponents or the environment. There are three key pools at play: the "Mana Pool" which starts at 200 mana and has a cap of 200, indicating the maximum mana a player can hold; the "Player damage" pool which tracks the cumulative damage dealt by the player; and a "Cooldown" pool that represents the cooldown period required before the fireball ability can be used again.

The "Mana regen" source constantly replenishes the mana pool at a steady rate, simulating the natural mana regeneration of the player. When conditions allow for the fireball spell to be cast (sufficient mana and no ongoing cooldown), mana is consumed from the Mana Pool, and a fixed amount of damage is deposited into the "Player Damage" pool, simulating the impact of the spell. Concurrently, the system sets off a cooldown mechanism to prevent immediate reuse of the fireball ability, illustrating a balance mechanic to prevent players from casting spells without limitations. Registers and state connections are employed to ensure the spells can only be cast when mana thresholds are met and cooldowns are observed, controlling the flow of resources and enforcing rules that mimic gameplay dynamics.

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