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--- Auto-Generated Description --- This diagram models a loot drop system with integrated crafting mechanics for a game. It begins with a Source node labeled "Loot" that simulates the generation of item drops. These drops are then processed through a Gate node titled "Rarity," which probabilistically allocates the items into two different Pool nodes: "Common" and "Rare," based on set percentage chances (60% for Common, 40% for Rare). This setup allows for the dynamic generation of loot with varying levels of rarity, mimicking how item drops would work in many role-playing or loot-based video games. The items sorted into the "Common" and "Rare" pools can then be funneled into a Converter node called "Craft," where they are used as resources for crafting new items. The crafting process is represented by resource connections from the "Common" and "Rare" pools to the "Craft" node, which then outputs crafted items to an "Item" pool. The crafting mechanic is configured to require resources from both "Common" and "Rare" pools at different recipe costs, depicted by the resource connections with formulas specifying the number of resources required from each pool. This essentially models a basic crafting system where players can use common and rare items gathered from loot to create new, potentially more valuable items.