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Loot and Craft

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--- Auto-Generated Description ---
This diagram represents a loot distribution and crafting system specifically designed for use within a gaming framework. It starts with a source node labeled "Loot" that simulates the dropping of items when triggered. This loot then passes through a gate labeled "Rarity," where it is randomly distributed between two types of drops: "Common" and "Rare," with a 60% chance for common items and a 40% chance for rare items. These items are stored in their respective pool nodes.

Once collected, common and rare items can be consumed in a crafting process, represented by a converter node labeled "Craft." The crafting process requires a specific recipe cost: three common items or one rare item to produce a new item, stored in the "Item" pool. This system outlines an essential mechanic found in many games, where players collect resources of varying rarities to craft new items, emphasizing the probabilistic nature of loot drops and resource management for crafting within a controlled economy.

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