⇢ Connections


    Labels are applied to Connections. Depending on which type of Connections they are used, Labels determine the rate at which Resources flow, or how the diagram’s State changes.

    Labels on Resource Connections dictate how Resources flow between Nodes

    Here are the types of Labels supported by Resource Connections:

    Label TypesFormatExamples
    flow ratex0; 2 ; 13; 0.5
    random flow rateDx; yDx; x%D6; 2D5; D3-D2; 20%; 50%
    intervalsx|y1|4; 2|2; D6|3; D3|(D6+2)
    multipliersx*y250%; 3D3
    all resourcesallall
    descriptiondescription: labeldamage: D3

    Labels attached to State Connections indicate the effects of state and state changes on other elements in the diagram.

    Here are the Label types you can use, and to which types of State Connection they can be applied:

    Label TypesFormatExamplesApplicable to
    modifiers+; -; +x; -x; +x%+; -; +2; -0.3; +5%; -2%value modifiers; node modifiers
    interval modifiers+xi; -xi+2i; -1ivalue modifiers
    probabilitiesx%; x20%; 3triggers after a gate
    conditions==x; !=x; x; >=x;==0; !=2; >=4;activators; triggers after a gate
    range (conditions)x..y2..5; 4..7activators; triggers after a gate
    trigger maker**triggers
    trigger maker!!revers triggers

    You may want a Node in your diagram to be activated less than every time step.


    Create flow rates with an interval by using |

    For example, a Source that has an output rate of 1|5 will produce 1 Resource every 5 time steps.

    You can use random flow rates with Intervals. A production rate of D6|3 will produce between one and six Resources every 3 steps.

    Intervals can be random as well. A production rate of 1|(D4+2) indicates that 1 Resource is produced every 3 to 6 steps.


    Random Intervals can be a good way to keep the player’s attention on the game.

    You can even use a production rate of D6|D6, which indicates between one and six resources are produced every one to six steps.

    🔧 Intervals can also be modified dynamically. Label Modifiers that have an i as a unit of their modification (for example, +1i or -3i) will change their target’s interval.

    In the example above, the Difficulty initially increases 1 Difficulty point every 2 Steps (1|2). By adding the Interactive Register with the Label Modifier +1i, we’re able to change the interval dynamically. Play around with the Interactive Register, to increase or decrease the interval at which Difficulty Points accumulate for our player. (Hint: watch the Steps count next to the Reset button to track the changes.)

    The two constructions are equivalent, but the one on the right is less cluttered. If you need to use different probabilities, however, you will have to create a construction like the one on the left.


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