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Loot and Craft

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This diagram models a loot distribution system within a game or virtual environment, focusing on the generation, categorization, and crafting of items based on their rarity. Loot sources generate items, which are then processed through a randomized distribution mechanism labeled as "Rarity," determining whether items fall into "Common" or "Rare" categories. This distribution is controlled by predefined probabilities, where a "60%" chance routes items to a "Common" pool and a "40%" chance to a "Rare" pool.

The system also includes a crafting component, represented by a "Craft" converter, which uses items from both the "Common" and "Rare" pools to produce a new item, detailed as "Item8." The resource connection labeled "recipe cost" denotes the specific quantities of "Common" and "Rare" items needed for crafting. This mechanism highlights a dynamic resource management strategy where the generation, classification, and utilization of resources are determined by a combination of fixed rates and probability-driven gates, demonstrating a complex interplay between chance and resource allocation strategies within game economies or virtual ecosystems.

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