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--- Auto-Generated Description --- This diagram models the mechanics of resource management and decision-making in a combat scenario, inspired by the Super Meter feature from Mortal Kombat 9, focusing on the interplay between actions, attacks, and special moves within a game's combat system. It features various sources generating actions such as basic attacks, special moves, and defensive strategies, with pools representing different states like damage points, the Super Meter, and attack outcomes (whether an attack lands, is blocked, or misses). Gates, often determined by dice rolls, govern the flow of resources to simulate the randomness of combat outcomes. These include receiving an attack, executing special moves, and the consequences of those actions. Resource connections modulate the transfer of these actions into measurable outcomes, feeding into drains and converters that simulate the depletion of resources (like a Super Meter) and the conversion of actions into in-game effects (like executing a special move). Registers perform calculations based on the accumulated actions, such as determining the damage taken or the enhancement of special moves. This system, by tracking resource flow through actions, attacks, results, and character states, provides a dynamic model of combat economics, illustrating how players manage and utilize resources (like the Super Meter) to influence the tide of a battle within a game. Through these interactions, the diagram encapsulates the strategic depth of using the Super Meter, reflecting on how players can leverage their resources for defensive or offensive maneuvers based on the state of the combat and the decisions made during the fight.