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Reactionary Counter

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--- Auto-Generated Description ---
This diagram represents a combat simulation system in which a player faces enemy attacks that could either hit or be dodged, influencing the player's health pool (HP). Within this interactive ecosystem, sources such as "Enemy Attack" initiate the combat sequence by producing resources that are directed towards a gate named "Chance to hit". This gate, functioning under a dice rolling mechanic, decides the outcome of each attack—whether it results in a "Hit" or a "Dodged" outcome, which are both modeled as delays in the system. 

The "Player HP" pool, starting at a specified value (500), is susceptible to being depleted by successful enemy hits through a connection that conveys a resource reduction formula. However, the system also includes a self-recovery mechanic labeled "Recover", which is an interactive source allowing the player to regain some HP, representing a reactionary defense mechanism to incoming attacks. Additionally, drains titled "Reset" are included to illustrate points at which resources (or in this context, HP or attack outcomes) are removed from the game's ecosystem, simulating resets or end conditions for combat rounds. The unique interplay between sources, gates, delays, and the pool captures the dynamic nature of combat, offering a framework to simulate and adjust variables within a combat system for game design or analysis purposes.

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Combatskillmechanicglossaryinputgameplay
Edited more than 1 month ago
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