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--- Auto-Generated Description --- This diagram represents a complex system structured for simulating weapon and armor upgrades within a game environment. Focusing on attaining various levels through successful enhancements, it intricately models the resource flow necessary for incrementing item levels from a foundational level up to level 20. Resources in the diagram signify upgrade attempts and success rates, diverging into different paths based on the results—either progressing to the next level, sustaining the current state, or potential degradation in case of failure. Each weapon and armor piece, respectively labeled from Weapon1 to Weapon4 and Armor1 to Armor2, has its own upgrade path characterized by multiple stages signified as levels, with designated pools tracking the total steps taken towards these enhancements. The diagram utilizes an array of nodes to manipulate these resources, governed by specific rules of engagement; Source nodes initiate the flow by spawning resources, Pools act as reservoirs signifying different stages or facets like total upgrades attempted or specific item levels. Converter nodes apply transformation logic, embodying the upgrade attempts where success or failure determines the next state. Gate nodes facilitate the conditional branching of this upgrade process, directing the resource flow based on the success or failure outcomes. Registers come into play for calculating probabilities and outcomes, instrumental in determining the dynamics of upgrade successes along with the imposed limitations or conditions like maximum upgrade levels. Additionally, End Conditions could signify the culmination of the upgrade process either as a result of reaching the maximum level or through predefined stopping criteria. This system thus mimetically represents the intricacies involved in resource allocation, probability computations, and state transitions, common to game economies and mechanics governing item enhancements.