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--- Auto-Generated Description --- This diagram simulates a loot box system, a common mechanism in video games, where players perform actions (rolling for items) with varying probabilities of obtaining different rewards. The core of this system is a randomization process influenced by a source node titled "Roll," which triggers resource movement through the diagram, simulating the act of rolling for items in a loot box. At the heart of the mechanism, resources are initially generated by the "Roll" source node, representing the player's action to roll for an item. These resources are then directed through gates that symbolize the probabilistic nature of what item the player might receive from the roll. Specifically, there's a primary gate responsible for simulating the chance mechanism, distributing resources to different outcomes such as a "3 star weapon", "4 star character", or "4 star weapon", each with assigned probabilities. For instance, the probability of landing a "3 star weapon" is significantly higher than that of acquiring a "4 star character" or "4 star weapon", replicating the 'rarity' element present in many loot box systems. Additionally, pools titled "Number of rolls" track the total attempts a player has made, interacting with a register that could potentially influence the probability rates based on predefined conditions, which simulates systems where odds may improve after a number of unsuccessful attempts. A drain labeled "Reset counter" suggests a mechanism to reset this attempt count, perhaps after a successful rare item pull, imposing a reset to the probability adjustments. This intricately designed system captures the essence of randomized reward mechanisms in games, providing a virtual experience of the thrill, strategy, and sometimes frustration associated with loot box mechanics.