Information processing program, information processing method, and information processing system

The information processing program optimizes character development in games by determining ranks and updating parameters based on player actions, reducing workload and maintaining player engagement.

HK40134665APending Publication Date: 2026-07-10CYGAMES INC

Patent Information

Authority / Receiving Office
HK · HK
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2026-04-13
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

Existing games impose a high burden on players when developing multiple characters, leading to a decrease in willingness to play due to increased workload.

Method used

An information processing program that determines a rank based on a predetermined parameter associated with a game medium owned by a player, storing the parameter as a base value and allowing updates under specific conditions, including favorable conditions for players when certain conditions are not met, thereby reducing workload.

Benefits of technology

The program reduces player workload, thereby suppressing concerns about a decrease in willingness to play games by optimizing character development processes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

An information processing program causes a computer to perform: a process for determining the order on the basis of the value of a prescribed parameter associated with a game medium owned by a player, and storing, as a reference value, the value of the prescribed parameter corresponding to the prescribed order; a control unit that makes it possible to update the value of a prescribed parameter in accordance with a prescribed condition on the basis of the operation of the player for a game medium in which the value of the prescribed parameter with respect to the reference value satisfies the prescribed condition among game media owned by the player; and enabling the value of the prescribed parameter to be updated within a range up to the reference value in accordance with a favorable condition that is more favorable to the player than the prescribed condition, on the basis of the operation of the player, with respect to a game medium in which the value of the prescribed parameter with respect to the reference value does not satisfy a specific condition among game media owned by the player.
Need to check novelty before this filing date? Find Prior Art

Description

(19) State Intellectual Property Office (12) Invention Patent Application (10) Application Publication Number (43) Application Publication Date (21) Application Number 202480057967.5 (22) Application Date 2024.09.12 (30) Priority Data 2023-168695 2023.09.28 JP (85) PCT International Application Entering National Phase Date 2026.03.11 (86) PCT International Application Application Data PCT / JP2024 / 032768 2024.09.12 (87) PCT International Application Publication Data WO2025 / 070103 JA 2025.04.03 (71) Applicant CY Games Company Address Japan (72) Inventors Satoru Okada, Yuya Kato, Makoto Kanai, Tomonori Ezawa, Yusuke Kayo (74) Patent Agency Beijing Linda Liu Intellectual Property Agency (General Partnership) 11277 Patent Attorneys Wang Xiaoxiang and Zhang Wenhui (51) Int.Cl. A63F 13 / 58 (2006.01) A63F 13 / 53 (2006.01) A63F 13 / 55 (2006.01) A63F 13 / 79 (2006.01) A63F 13 / 825 (2006.01) (54) Invention Title: Information Processing Program, Information Processing Method, and Information Processing System (57) Abstract: An information processing program enables a computer to perform the following processes: determine a position based on the value of a predetermined parameter associated with a game medium owned by a player, and store the value of the predetermined parameter corresponding to the predetermined position as a reference value; for game medium owned by a player where the value of the predetermined parameter relative to the reference value meets specific conditions, enable the computer to update the value of the predetermined parameter according to the predetermined conditions based on the player's actions; and for game medium owned by a player where the value of the predetermined parameter relative to the reference value does not meet specific conditions, enable the computer to update the value of the predetermined parameter within a range up to the reference value according to the advantageous conditions that are more favorable to the player than the predetermined conditions based on the player's actions.Claims 1 page, Description 22 pages, Drawings 20 pages, CN 121816218 A 2026.04.07 CN 1 21 81 62 18 A 1. An information processing program that causes a computer to perform the following processes: determining a rank based on the value of a predetermined parameter associated with a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined rank as a base value; for game medium owned by the player where the value of the predetermined parameter relative to the base value satisfies a specific condition, enabling the value of the predetermined parameter to be updated according to the predetermined condition based on the player's operation; and for game medium owned by the player where the value of the predetermined parameter relative to the base value does not satisfy the specific condition, enabling the value of the predetermined parameter to be updated within a range up to the base value according to a more favorable condition for the player compared to the predetermined condition, based on the player's operation. 2. The information processing program according to claim 1, wherein the predetermined condition includes consuming consumable game medium associated with the player, and the favorable condition includes not consuming consumable game medium associated with the player. 3. The information processing program according to claim 1, wherein the information processing program causes a computer to perform the following processing: determining a display method for identification information corresponding to the game medium owned by the player based on whether the value of the predetermined parameter relative to the reference value satisfies the specific condition; and displaying the identification information in the determined display method on a display screen. 4. The information processing program according to any one of claims 1 to 3, wherein, for the game medium in a state where the value of the predetermined parameter has been updated to the reference value according to the advantageous condition, the value of the predetermined parameter can be further updated based on the predetermined condition. 5. An information processing method performed by one or more computers, the information processing method comprising: determining a rank based on the value of a predetermined parameter associated with a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined rank as a base value; for game mediums owned by the player where the value of the predetermined parameter relative to the base value satisfies a specific condition, enabling the value of the predetermined parameter to be updated according to the predetermined condition based on the player's actions; and for game mediums owned by the player where the value of the predetermined parameter relative to the base value does not satisfy the specific condition, enabling the value of the predetermined parameter to be updated within a range up to the base value according to a more favorable condition for the player compared to the predetermined condition, based on the player's actions.6. An information processing system comprising one or more computers, wherein the computers perform the following processing: determining a rank based on the value of a predetermined parameter associated with a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined rank as a reference value; for a game medium owned by the player in which the value of the predetermined parameter relative to the reference value satisfies a specific condition, enabling the value of the predetermined parameter to be updated according to the predetermined condition based on the player's operation; and for a game medium owned by the player in which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition, enabling the value of the predetermined parameter to be updated within a range up to the reference value according to a more favorable condition for the player compared to the predetermined condition based on the player's operation. Claims 1 / 1 Page 2 CN 121816218 A Information processing program, information processing method, and information processing system Technical Field

[0001] The present invention relates to an information processing program, information processing method, and information processing system. Background Art

[0002] For example, Patent Document 1 and Non-Patent Document 1 disclose a game that can automatically raise the level of a character set by the player in a frame to the same level as a character of a specified rank that the player manually develops.

[0003] Prior Art Documents

[0004] Patent Documents

[0005] Patent Document 1: Japanese Patent No. 7298766

[0006] Non-Patent Documents

[0007] Non-Patent Document 1: How to Use a Nikka Shincross https: / / gamewith.jp / nikke / article / show / 369927 Summary of the Invention

[0008] Problems to be Solved by the Invention

[0009] As described above, in the games of Patent Document 1 and Non-Patent Document 1, only a portion of the characters set by the player in a frame, i.e., the characters owned by the player, can be raised. Therefore, when a player wants to develop many characters, the burden increases, which may reduce the player's willingness to play the game.

[0010] The purpose of this invention is to provide an information processing program, information processing method, and information processing system that can reduce the player's workload and thus suppress concerns about a decrease in the willingness to play games.

[0011] Solution to the Problem

[0012] To solve the above problem, the information processing program causes the computer to perform the following processes:

[0013] Determine the rank based on the value of a predetermined parameter associated with the game medium owned by the player, and store the value of the predetermined parameter corresponding to the predetermined rank as a base value;

[0014] For game medium owned by the player where the value of the predetermined parameter relative to the base value satisfies a specific condition, enable the value of the predetermined parameter to be updated according to the predetermined condition based on the player's operation; and

[0015] For game medium owned by the player where the value of the predetermined parameter relative to the base value does not satisfy the specific condition, enable the value of the predetermined parameter to be updated within the range up to the base value according to a more favorable condition for the player compared to the predetermined condition, based on the player's operation.

[0016] Alternatively, the predetermined condition may include consuming consumable game medium associated with the player,

[0017] and the favorable condition may include not consuming consumable game medium associated with the player.

[0018] Alternatively, the computer may perform the following processing:

[0019] Determine the display method of the identification information corresponding to the game medium owned by the player based on whether the value of the specified parameter relative to the reference value satisfies the specific condition; and

[0020] Display the identification information in the determined display method on the display screen.

[0021] Alternatively, for the game medium in a state where the value of the specified parameter is updated to the reference value according to the advantageous conditions, the value of the specified parameter can be further updated based on the specified conditions.

[0022] To solve the above problems, the information processing method is an information processing method performed by a computer, including the following processing:

[0023] determining a rank based on the value of a predetermined parameter associated with a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined rank as a reference value;

[0024] for a game medium owned by a player where the value of the predetermined parameter relative to the reference value satisfies a specific condition, enabling the value of the predetermined parameter to be updated according to the predetermined condition based on the player's operation; and

[0025] for a game medium owned by a player where the value of the predetermined parameter relative to the reference value does not satisfy the specific condition, enabling the value of the predetermined parameter to be updated within a range up to the reference value according to a more favorable condition for the player compared to the predetermined condition based on the player's operation.

[0026] To solve the above problems, the information processing system is an information processing system equipped with a computer, wherein the computer performs the following processing:

[0027] Determining a rank based on the value of a predetermined parameter associated with a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined rank as a reference value;

[0028] For a game medium owned by a player in which the value of the predetermined parameter relative to the reference value satisfies a specific condition, enabling the value of the predetermined parameter to be updated according to the predetermined condition based on the player's operation; and

[0029] For a game medium owned by a player in which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition, enabling the value of the predetermined parameter to be updated within a range up to the reference value according to a more favorable condition for the player compared to the predetermined condition based on the player's operation.

[0030] Effects of the Invention

[0031] According to the present invention, the player's workload can be reduced, thereby suppressing concerns about a decrease in the willingness to play games. Brief Description of the Drawings

[0032] [Fig. 1] Fig. 1 is an explanatory diagram showing the general structure of the information processing system.

[0033] [Figure 2] Figure 2A is a diagram illustrating the hardware structure of the player terminal. Figure 2B is a diagram illustrating the hardware structure of the server.

[0034] [Figure 3] Figure 3A is a diagram illustrating an example of the homepage screen. Figure 3B is a diagram illustrating an example of the player's character confirmation screen. Figure 3C is a diagram illustrating an example of the player's character details screen.

[0035] [Figure 4] Figure 4A is a diagram illustrating an example of the player's character details screen. Figure 4B is a diagram illustrating an example of the player's character details screen. Figure 4C is a diagram illustrating an example of the player's character details screen.

[0036] [Figure 5] Figure 5 is a diagram illustrating an example of the player's character details screen.

[0037] [Figure 6] Figure 6A is a diagram illustrating an example of the level screen for a normal level. Figure 6B is a diagram illustrating an example of the level selection screen for a normal level. Figure 6C is a diagram illustrating an example of the team selection screen.

[0038] [Figure 7] Figure 7A is an example of a battle screen. Figure 7B is an example of a result screen. Figure 7C is an example of a report screen. Manual 2 / 22 Page 4 CN 121816218 A

[0039] [Figure 8] Figure 8A is an illustration of the training ball ID database. Figure 8B is an illustration of the allied character database.

[0040] [Figure 9] Figure 9A is a second illustration of an allied character confirmation screen. Figure 9B is a first illustration of an allied character details screen that can use the synchronization function.

[0041] [Figure 10] Figure 10A is an example of a level-up confirmation pop-up. Figure 10B is a first illustration of an example of a free equipment completion pop-up.

[0042] [Fig. 11] Fig. 11A is a second image illustrating an example of a screen showing the details of an allied character that can use the synchronization function. Fig. 11B is a first image illustrating an example of a pop-up window showing the completion of free Lv enhancement.

[0043] [Fig. 12] Fig. 12A is an example of a pop-up window showing the overview of training balls. Fig. 12B is an example of a pop-up window showing the confirmation of level increase.

[0044] [Fig. 13] Fig. 13A is a first image illustrating an example of a screen showing the details of an allied character after obtaining a training ball. Fig. 13B is an example of a pop-up window showing the completion of free equipment.

[0045] [Fig. 14] Fig. 14A is a second image illustrating an example of a screen showing the details of an allied character after obtaining a training ball. Fig. 14B is an example of a pop-up window showing the completion of free Lv enhancement.

[0046] [Fig. 15] Fig. 15 is an example of a screen showing simultaneous enhancement.

[0047] [Fig. 16] Fig. 16 is a diagram illustrating the structure of the memory in the player terminal and its function as a computer.

[0048] [Fig. 17] Fig. 17 is a diagram illustrating the structure of the memory in the server and its function as a computer.

[0049] [Fig. 18] Fig. 18 is a flowchart illustrating the synchronization management process in the server.

[0050] [Fig. 19] Fig. 19 is a flowchart illustrating the processing of the player's own character details screen in the player terminal.

[0051] [Fig. 20] Fig. 20 is a flowchart illustrating the parameter change process in the server. Detailed Description

[0052] An embodiment of the present invention will now be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the above embodiments are merely examples for ease of understanding and are not intended to limit the present invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function and structure are labeled with the same reference numerals, thereby omitting repeated descriptions. In addition, illustrations of elements not directly related to the present invention are omitted.

[0053] (Overall Structure of Information Processing System S)

[0054] FIG1 is an explanatory diagram showing the general structure of the information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0055] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of making wireless or wired communication connections with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, gaming devices, etc. In this embodiment, the case of using a smartphone as the player terminal 1 will be described.

[0056] The server 1000 can make communication connections with multiple player terminals 1. The server 1000 accumulates various information (player information) according to each player ID used to identify players playing the game.

[0057] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception with the player terminal 1. The communication network N consists of mobile phone networks, the Internet, LAN (Local Area Network), dedicated lines, etc., to realize wireless or wired communication connection between the player terminal 1 and the server 1000.

[0058] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as game devices G as described on page 3 / 22 of the specification, CN 121816218 A. The player terminal 1 and the server 1000 respectively share the role of controlling the progress of the game. Through the cooperation of the player terminal 1 and the server 1000, the game can progress.

[0059] (Hardware structure of player terminal 1 and server 1000)

[0060] FIG2A is a diagram illustrating the hardware structure of the player terminal 1. FIG2B is a diagram illustrating the hardware structure of the server 1000. As shown in FIG2A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0061] In addition, as shown in FIG2B, the server 1000 is configured to include a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0062] Furthermore, the structure and function of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the hardware structure of the player terminal 1 will be described below, while the description of the server 1000 will be omitted.

[0063] The CPU 10 causes the program stored in the storage device 12 to operate in order to control the progress of the game. The storage device 12 is composed of ROM (Read Only Memory) or RAM (Random Access Memory) and is used to store the program and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via the bus 14.

[0064] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0065] The storage unit 18 is composed of ROM or RAM and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 can be loaded into the storage device 12 by the CPU 10.

[0066] The communication unit 20 is wirelessly connected to the communication base station Na and sends and receives various data and program information with the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are saved to the storage device 12 or the storage unit 18.

[0067] The input unit 22 is composed of, for example, a touch panel, button, keyboard, mouse, cross key, analog controller, etc., which can input player operations (accept operations). In addition, the input unit 22 may also be a dedicated controller provided on the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may also be composed of an accelerometer for detecting the tilt and movement of the player terminal 1, or a microphone for detecting the player's voice. That is, the input unit 22 broadly includes devices that enable the player's intention to be input in a recognizable manner.

[0068] The output unit 24 is configured to include a display device and a speaker. In addition, the output unit 24 may also be a device connected (externally) to the player terminal 1. In this embodiment, the player terminal 1 has a display 26 as the output unit 24 and a touch panel disposed overlapping the display 26 as the input unit 22.

[0069] (Game Content)

[0070] Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game in which one's own character fights against an enemy character is provided. Specifically, in the game of this embodiment, multiple own characters are provided. The player selects multiple (here, 5) own characters from the provided own characters to form a squad. In addition, the player can play various battle games with enemy characters and different levels of difficulty. In the battle game, the goal is for the allied characters in the squad to defeat the enemy characters (clear the stage) to obtain rewards. Instruction manual 4 / 22 pages 6 CN 121816218 A

[0071] Figure 3A is a diagram illustrating an example of the home screen. Figure 3B is a diagram illustrating an example of the player character confirmation screen. Figure 3C is a first diagram illustrating an example of the player character details screen. Figure 4A is a second diagram illustrating an example of the player character details screen. Figure 4B is a third diagram illustrating an example of the player character details screen. Figure 4C is a fourth diagram illustrating an example of the player character details screen. Figure 5 is a fifth diagram illustrating an example of the player character details screen. The game screen can be displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is roughly divided into a normal screen and a battle screen.

[0072] The normal screen is mainly used for players to confirm various settings and information.On the other hand, the battle screen is the screen displayed on the monitor 26 from the start of the battle game until the end of the battle game. Here, all screens other than the battle screen are normal screens. Regarding the normal screens, there are multiple screens such as the home screen shown in FIG3A, the allied character confirmation screen shown in FIG3B, the stage screen (refer to FIG6A), the shop screen (not shown), the guild screen (not shown), the gacha screen (not shown), and the menu screen (not shown).

[0073] In the normal screen, for example as shown in FIG3A, a menu bar 30 is displayed at the bottom of the monitor 26. The menu bar 30 is provided with multiple operation units that the player can operate (click). The menu bar 30 is provided with a home screen selection operation unit 30a labeled "Home", an allied character confirmation screen selection operation unit 30b labeled "Character", a stage screen selection operation unit 30c labeled "Stage", a gacha screen selection operation unit 30d labeled "Gacha", and a menu screen selection operation unit 30e labeled "Menu".

[0074] When the home screen selection operation unit 30a is clicked, the home screen shown in FIG. 3A is displayed on the display 26. Similarly, when the player character confirmation screen selection operation unit 30b is clicked, the player character confirmation screen shown in FIG. 3B is displayed on the display 26. Likewise, when the level screen selection operation unit 30c is clicked, the level screen shown in FIG. 6A is displayed on the display 26. Furthermore, when the gacha screen selection operation unit 30d is clicked, a gacha screen (not shown) is displayed on the display 26. Additionally, when the menu screen selection operation unit 30e is clicked, the menu screen is displayed on the display 26. Furthermore, the game settings and various information can be checked in the menu screen; detailed explanations are omitted here.

[0075] In the menu bar 30, the operation units corresponding to each screen are highlighted, making it possible to identify the screen currently displayed on the display 26.

[0076] The home screen shown in FIG. 3A is equivalent to the initial screen, and a head display area 31 is provided at the top. In the head display area 31, level information 31a representing the player's level associated with (associated with) the player ID is displayed, a stamina display bar 31b representing the player's stamina associated with the player ID is displayed, and the amount of first currency and second currency associated with the player ID is displayed.

[0077] Furthermore, stamina is a parameter required to play combat games. In this embodiment, various combat games are provided, and for each combat game, a stamina consumption value required to play the game, the number of challenges per day, etc., are set. When playing a combat game with a stamina consumption value set, the player consumes stamina to play the combat game, so if stamina is insufficient, the player cannot play the combat game.

[0078] When a player completes a combat game, they can obtain a specified value as player experience points, the details of which are omitted.Furthermore, the player's level increases whenever the player's experience points reach a certain value. A management cap is set for the player's level, and even if the player gains experience points, the player's level will not exceed the set management cap. This management cap is set by the operator and increases at specified times.

[0079] Additionally, a stamina cap is set for the player's level, and this cap increases as the player's level increases. Stamina recovers a predetermined value (e.g., 1 point) every certain period of time (e.g., 5 minutes) within the cap. The stamina display bar 31b displays the remaining amount of stamina relative to the cap in a way that allows for visual understanding.

[0080] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is completed, a predetermined amount of the first currency can be obtained based on the completed battle game. The second currency can be obtained free of charge or for a fee. Furthermore, the first and second currencies can be obtained through various methods, which are omitted in detail.

[0081] In the character confirmation screen shown in FIG3B, images of all allied characters corresponding to the character ID associated with the player ID are displayed. That is, the character confirmation screen displays all allied characters owned by the player. In addition, the player can confirm all allied characters by swiping the character confirmation screen.

[0082] The character ID is used to identify allied characters, and each allied character is assigned a different ID. Moreover, when the player obtains a new allied character through, for example, gacha, the character ID of the obtained allied character is associated with the player's player ID.

[0083] At the right end of the character confirmation screen, a "Simultaneous Enhancement" screen selection operation unit 32 is displayed, labeled "Simultaneous Enhancement". When the simultaneous enhancement screen selection operation unit 32 is clicked, the simultaneous enhancement screen shown in FIG15 (described later) is displayed on the display 26.

[0084] Various parameters such as star rating (rarity), experience points, character level, skill level, and equipment level are stored in association with the allied characters. Experience points increase when a player wins a battle in the game described later or when a specified item is used. Character level is set in relation to experience points, increasing each time experience points reach a specified value. Furthermore, the player's level is set as the maximum progress limit for character level. Therefore, character level can increase up to the player's maximum level. Additionally, in this embodiment, character level can be increased by consuming in-game currency, experience point materials, and other items possessed by the player, meaning character level can be increased for a fee.

[0085] Furthermore, for the player's own character, base values ​​for combat power such as health, attack power, and defense power are set based on star rating (rarity) and character level. The higher the player's own character's combat power, the more advantageous the battle game can be for the player.Furthermore, the higher the star rating (rarity) and the higher the character's level, the higher the base values ​​set for the player character.

[0086] In addition, each player character has four skills that are executed (activated) in the battle game. Each skill has a skill level, and the higher the skill level, the stronger the skill's effect. Furthermore, the character level is set as the upper limit for skill level progression. Therefore, skill level can increase up to the limit set by the character level.

[0087] Moreover, players can equip their characters with items such as weapons and armor. Each item has a character level required to equip it. In addition, each item has a bonus value for attack power and defense power. When a player character equips an item, the base values ​​mentioned above are added to the bonus value of each item, thereby increasing the player character's combat power.

[0088] Specifically, when the image of the player character displayed in the player character confirmation screen shown in Figure 3B is clicked, as shown in Figure 3C, the player character details screen corresponding to the clicked player character is displayed on the display 26. The player character details screen includes an enhancement item selection operation unit 35, an enhancement item display area 36, ​​an enhancement details display area 37, and a one-click enhancement commission operation unit 38.

[0089] The enhancement item selection operation unit 35 has multiple operation units that the player can operate (click). The enhancement item selection operation unit 35 includes an equipment selection operation unit 35a, an Lv enhancement selection operation unit 35b, a skill enhancement selection operation unit 35c, and a star enhancement selection operation unit 35d. When any operation unit in the enhancement item selection operation unit 35 is selected, the selected operation unit is highlighted.

[0090] The enhancement item corresponding to the selected operation unit in the enhancement item selection operation unit 35 is displayed in the enhancement item display area 36.

[0091] When the equipment selection operation unit 35a of the enhancement item selection operation unit 35 is clicked, six equipment items are displayed around the image of the player character in the enhancement item display area 36. Here, as shown in the shaded area in the figure, the equipment items that the player character is not equipped with are displayed in gray, while the equipment items that the player character is equipped with are displayed in color.

[0092] In addition, among the equipment items that the player character is not equipped with (the equipment items in the upper right and lower right of the figure), if the player character already owns the equipment items (including the equipment items that can be crafted), a mark indicated by "+" is displayed, as shown for the equipment items in the upper right of the figure. On the other hand, if the player character does not own the equipment items (including the equipment items that cannot be crafted), as shown for the equipment items in the lower right of the figure, it is displayed as "obtainable". Furthermore, as shown for the equipment items in the upper left of the figure, equipment items that are not yet installed in the game are indicated by "?".

[0093] In addition, an equipment level (level 15 in the figure) is set for the player character to indicate the level of the equipped items. Regarding the equipment level, when all (6) of the current level's equipment items are equipped, the level can be increased. When the level can be increased, the level increase operation unit 39 becomes active. When the level increase operation unit 39 is clicked, the equipment level increases by 1, and the equipment item with the increased equipment level is displayed in the enhancement item display area 36. That is, in this embodiment, the equipment level can be increased by consuming various equipment items, in-game currency, and other items owned by the player, that is, the equipment level can be increased for a fee.

[0094] When the equipment item in the enhancement item display area 36 is clicked, the status of the operated equipment item is displayed in the enhancement details display area 37. In addition, the enhancement details display area 37 displays an acquisition method operation unit 37a for displaying the acquisition method of the equipment item, and an equipment operation unit 37b for equipping the equipment item. When the acquisition method operation unit 37a is clicked, the acquisition method of the equipment is displayed on the display 26, and detailed explanation of this is omitted. Additionally, when the equipment operation unit 37b is clicked while the equipment is already owned, the equipment is equipped.

[0095] Furthermore, when the equipment is equipped, as shown in FIG4A, the enhancement operation unit 37c is displayed in the enhancement details display area 37 instead of the equipment operation unit 37b. Here, the equipment can be enhanced up to level 5. When the enhancement operation unit 37c is clicked, a screen for selecting an item to enhance the equipment is displayed. When an item is selected on this screen and the decision operation unit (not shown) is clicked, the selected item is consumed to enhance the equipment, and detailed explanation of this is omitted.

[0096] When the Lv enhancement selection operation unit 35b of the enhancement item selection operation unit 35 is clicked, as shown in FIG4B, the character level and the experience value up to 1 point are displayed around the image of the player character in the enhancement item display area 36.

[0097] Additionally, multiple item display sections 37d for increasing experience points are displayed in the enhancement details display area 37. The item display sections 37d display the item's name, description, and a usage operation section 37e for using the item. When the usage operation section 37e is clicked, the player's experience points increase by the amount corresponding to the experience points associated with that item. Furthermore, if the player does not possess the item displayed in the item display section 37d, the usage operation section 37e will not process the player's operation.

[0098] When the skill enhancement selection operation section 35c of the enhancement item selection operation section 35 is clicked, as shown in FIG4C, the player's image is displayed in the enhancement item display area 36. Additionally, multiple skill display sections 37f are displayed in the enhancement details display area 37. The skill display sections 37f display the skill's name, skill level, and an enhancement operation section 37g for increasing the skill level.When the enhancement operation unit 37g is clicked, the first currency corresponding to the skill level is consumed to increase the skill level by 1. Furthermore, if the player does not possess the first currency corresponding to the skill level, or if the skill level has reached the character level, the enhancement operation unit 37g will not process the player's operation.

[0099] When the star enhancement selection operation unit 35d of the enhancement item selection operation unit 35 is clicked, as shown in Figure 5, the image of the player character and the star rating (rarity) of the player character are displayed in the enhancement item display area 36. Additionally, the items required to increase the star rating are displayed in the enhancement details display area 37. Furthermore, in the enhancement details display area 37, the number of items possessed by the player relative to the number of items required to increase the star rating is displayed, for example, as 50 / Manual 7 / 22 page 9 CN 121816218 A 100.

[0100] In addition, the enhancement details display area 37 is provided with an acquisition method operation unit 37a for displaying the acquisition method of the item, and a blooming operation unit 37h for star enhancement. When the acquisition method operation unit 37a is operated, the acquisition method of the item is displayed on the display 26. In addition, when the number of items owned by the player meets the required number and the blooming operation unit 37h is clicked, the star of the player character increases by 1. In addition, when the number of items used to enhance the star is less than the required number, the blooming operation unit 37h is grayed out as shown in the shaded area in Figure 5, and the player's operation is not accepted.

[0101] In addition, when the one-click commission enhancement operation unit 38 of the player character details screen is clicked, the player character's character level, skill level, and equipment level will increase as much as possible.

[0102] Figure 6A is a diagram illustrating an example of the stage screen of a normal stage. Figure 6B is a diagram illustrating an example of the stage selection screen of a normal stage. Figure 6C is a diagram illustrating an example of the team selection screen.

[0103] When the level selection operation unit 30c is clicked on the home screen shown in FIG. 3A, the level screen shown in FIG. 6A is displayed on the display 26. Furthermore, in this embodiment, normal levels and hard levels are used as examples of battle game categories for explanation, but other categories of battle games (guild battles, etc.) can also be set.

[0104] Furthermore, depending on the category of the battle game, there are battle games with set unlock conditions. Unlock conditions can include, for example, the player's level being above a certain value or having cleared other specified battle games. In addition, each battle game category includes multiple battle games (tiers). Unlock conditions are also set for each of these battle games. Moreover, when the unlock conditions are met, the game unlock information contained in the player information is updated.

[0105] The level screen includes a normal level selection operation unit 41a for selecting normal levels and a hard level selection operation unit 41b for selecting hard levels. In the level screen, there is always a state where either the normal level selection operation unit 41a or the hard level selection operation unit 41b is selected. As an initial state, the normal level selection operation unit 41a is selected. The following description covers the case where the normal level selection operation unit 41a is selected, but the same applies when the hard level selection operation unit 41b is selected.

[0106] In the level screen, when the normal level selection operation unit 41a is selected, a level operation unit 42 is displayed for selecting any one of the multiple battle games (levels) belonging to the normal levels.

[0107] The level operation unit 42 also displays the completion information for each battle game. The completion information is represented, for example, by 3 stars. In the battle game, when the battle game is cleared, stars are awarded based on the number of allied characters whose health points become 0 upon clearing the game. For example, if none of the allied characters have health points of 0, 3 stars are awarded. If one allied character has health points of 0, 2 stars are awarded. If two or more allied characters have health points of 0, 1 star is awarded.

[0108] In the example of Figure 6A, 3 stars were awarded in the battle game "21-1", 2 stars were awarded in the battle game "21-2", and 2 stars were awarded in the battle game "21-3". However, no stars were awarded in the battle game "21-4", indicating that the battle game has not yet been cleared.

[0109] Furthermore, in the stages (normal stages, hard stages), clearing the previous battle game is set as an unlock condition. For example, in the example of Figure 6A, all battle games up to "21-3" have been completed, thus unlocking the battle game "21-4". However, battle games after "21-4" (after "21-5" not shown) are not unlocked.

[0110] When the level operation unit 42 of, for example, the battle game "21-1" is operated (clicked) on the level screen, the level selection screen shown in Figure 6B is displayed on the display 26. The level selection screen displays the enemy characters that will appear in the battle game and the items (rewards) that can be obtained in the battle game. In addition, the level selection screen displays the stamina before and after performing the battle game and the remaining challenge attempts. Furthermore, the remaining challenge attempts show the number of times that can be challenged in 1 day, as shown on page 8 / 22 of the manual, CN 121816218 A. The battle games of normal levels are set to unlimited. In addition, in this embodiment, the stamina consumed in the battle games of normal levels is set to 10. However, the stamina consumed in combat games in normal levels can vary from game to game.

[0111] Additionally, the stage selection screen displays a cancel operation unit 43 and a challenge operation unit 44 labeled "Challenge" for challenging the battle game.

[0112] When the cancel operation unit 43 is operated (clicked), the stage screen shown in FIG. 6A is displayed on the monitor 26, and the challenge of the selected "21-1" battle game is stopped.

[0113] On the other hand, when the challenge operation unit 44 is operated (clicked), the squad selection screen shown in FIG. 6C is displayed on the monitor 26. The squad selection screen displays all the player's own characters. In addition, at the bottom of the squad selection screen, a selected allied character display area 46 is displayed for displaying the selected allied characters.

[0114] In addition, the squad selection screen displays a cancel operation unit 43 and a battle start operation unit 47 labeled "Battle Start".

[0115] In the squad selection screen, when the player operates (clicks) a displayed allied character, the operated allied character is displayed in the selected allied character display area 46. That is, the allied character ID used in the battle game (for determining the squad) is selected from among multiple allied character IDs associated with the player ID.

[0116] Then, when an allied character (allied character ID) is selected and the battle start operation unit 47 is operated (clicked), the battle game begins.

[0117] FIG7A is a diagram illustrating an example of the battle screen. FIG7B is a diagram illustrating an example of the result screen. FIG7C is a diagram illustrating an example of the report screen. When the battle start operation unit 47 is operated (clicked) in the squad selection screen shown in FIG6C, the battle game begins.

[0118] In the battle game, as shown in FIG7A, the battle screen is displayed. In the battle screen, allied characters and enemy characters are displayed on the display 26. The player character performs actions controlled by the computer, dealing damage to or receiving damage from the enemy character. Conversely, the enemy character performs actions controlled by the computer, dealing damage to or receiving damage from the player character.

[0119] When an enemy character is assigned a damage value, the damage value is subtracted from the enemy character's health. Similarly, when a player character is assigned a damage value, the damage value is subtracted from the player character's health. When all enemy characters' health reaches 0, the player wins (clears the level); when all player characters' health reaches 0 (defeats), the player loses.

[0120] Here, as shown in Figure 7A, a player character display area 48 is provided at the bottom of the battle screen. The player character display area 48 displays the health value 48a and skill gauge 48b of each player character. The skill gauge 48b increases when a player character receives damage from or deals damage to an enemy character. Furthermore, when the skill gauge 48b reaches a predetermined maximum value, the player character becomes able to use skills.The skill inflicts greater damage on the enemy character than a normal attack, or the skill restores the player's health, or the skill grants a special effect to the enemy character.

[0121] Here, there are two modes for using the skill. One mode is as follows: the player operates (clicks) the player character whose skill gauge 48b displayed in the player character display area 48 has reached its maximum value. The other mode is as follows: when the skill gauge 48b reaches its maximum value in automatic mode, the player character uses the skill through computer control. In addition, an automatic selection operation unit 49 is displayed in the battle screen, which can switch between automatic and manual modes depending on the operation of the automatic selection operation unit 49. When the automatic selection operation unit 49 is operated in manual mode, it becomes an automatic mode where the skill is used automatically. In addition, when the automatic selection operation unit 49 is operated in automatic mode, it becomes a manual mode where the skill is used manually. Furthermore, even in automatic mode, when the player operates (clicks) their own character while the skill gauge 48b has reached its maximum value and the skill is not used under computer control, the skill can be used.

[0122] Moreover, when the battle game ends normally (normal end), as shown in FIG7B, the result screen is displayed on the display 26. As an example, FIG7B shows the result screen when the battle game is completed.

[0123] At least a portion of the game result information of the battle game is displayed on the result screen. In addition, a report display operation unit 50 labeled "Report" and an end operation unit 51 labeled "Close" are displayed on the result screen.

[0124] Furthermore, the game result information includes the player's character ID (team), the enemy's character ID, the remaining status of the player and enemy characters at the end of the battle (whether their HP became 0 at the end of the battle game), the damage dealt (total value), whether it was manual or automatic mode, the battle log ID, the type of battle game (normal level, hard level, etc.), information associated with each type of battle game (clearance information, battle game level, etc.), information on the items given, and the first currency given, etc. In addition, a battle log ID is assigned for each battle game. In addition, the information associated with each type of battle game is different for each type of battle game. In addition, when a battle game is cleared, the server 1000 determines whether to give the player each item pre-set in the cleared battle game by drawing lots. Moreover, the items given to the player are added to the game result information and displayed on the result screen.

[0125] When the end operation unit 51 is operated (clicked) in the result screen, the display of the display 26 switches from the battle screen to the normal screen.In other words, the result screen is part of the battle screen. Furthermore, the normal screen to which the result screen switches can be either the screen displayed before switching to the battle screen or a predefined screen such as the main screen. Thus, the battle game ends with the end of the result screen display.

[0126] When the report display operation unit 50 is operated (clicked) in the result screen, the report screen shown in FIG. 7C is displayed on the display 26. The report screen displays the total damage value (total value) caused by the player character and the enemy character. Additionally, the end operation unit 51 is displayed in the report screen.

[0127] When the end operation unit 51 is operated (clicked), the result screen shown in FIG. 7B is displayed on the display 26.

[0128] Furthermore, a ticket display area 45 is provided in the stage selection screen shown in FIG. 6B. The number of tickets the player possesses (the number of tickets associated with the player ID) is displayed in the ticket display area 45. Additionally, a ticket use challenge operation unit 45a, a subtraction operation unit 45b, and an addition operation unit 45c are provided in the ticket display area 45. These ticket use challenge operation units 45a, subtraction operation unit 45b, and addition operation unit 45c are only valid in battle games where 3 stars have been obtained as clearance information, and cannot be operated in battle games where 3 stars have not been obtained as clearance information.

[0129] When the ticket use challenge operation unit 45a, subtraction operation unit 45b, and addition operation unit 45c are valid, whenever the addition operation unit 45c is operated (clicked), the characters recorded in the ticket use challenge operation unit 45a are displayed one ticket at a time, such as "Use 2 tickets", "Use 3 tickets". In addition, whenever the subtraction operation unit 45b is operated (clicked), the characters recorded in the ticket use challenge operation unit 45a are displayed one ticket at a time, such as "Use 2 tickets", "Use 1 ticket".

[0130] Moreover, for example, if the character recorded in the Ticket Use Challenge Operation Unit 45a is "Use 5 Tickets", when the Ticket Use Challenge Operation Unit 45a is operated (clicked), 5 Tickets and 50 Stamina are consumed, the team creation in the team selection screen shown in FIG6C and the execution of the battle game in the battle screen shown in FIG7A are omitted (skipped), and it is treated as if all (here, 5 times) battle games have been cleared, and the result screen shown in FIG7B is displayed. In this result screen, the items obtained in the 5 battle games are also displayed.

[0131] In this way, by consuming tickets, it is possible to omit the battle game in which 3 stars were obtained as the clear information, and it is treated as if the battle game has been cleared. As a result, players can collect items in a shorter time. Specification 10 / 22 pages 12 CN 121816218 A

[0132] In addition, in this embodiment, when the specified conditions are met, the parameters of one's own character (game object) can be changed to the specified values ​​free of charge.The specified conditions refer to situations where the synchronization function described later is used, or situations where a training ball (game item) is used as an item.

[0133] In this embodiment, the synchronization function is roughly divided into a first synchronization function and a second synchronization function. Specifically, the first synchronization function is a function that can raise (change) the character level and skill level of one's own character to the synchronization level (base value) free of charge. In the first synchronization function, the ranking is determined based on the value of the character level of the player's own character, and a character level value corresponding to the specified ranking (30th in this embodiment) is set.

[0134] In addition, the second synchronization function is a function that can raise (change) the equipment level of one's own character to the synchronization level (base value) free of charge. Specifically, the second synchronization function is a function that can raise (change) the equipment level of one's own character to the synchronization level free of charge. In addition, in the second synchronization function, the ranking is determined based on the value of the equipment level of the player's own character, and a synchronization level value corresponding to the specified ranking (30th in this embodiment) is set.

[0135] In addition, in the game of this embodiment, a training ball is provided as an item. Players can obtain training balls, for example, by being distributed by the operator, or by completing a specified battle game, or by completing a specified event.

[0136] By consuming training balls, the training ball function can be used. When using the training ball function, parameters such as character level, skill level, and equipment level of one's own character can be increased (changed) free of charge. Furthermore, as described in detail later, a training ball ID is preset for the training ball, which allows the character level, skill level, and equipment level to be increased free of charge based on the preset training ball ID. In addition, in order to use the training ball function, it is necessary to consume (use) the training ball, and after consuming the training ball, the character level can be increased to a predetermined level without consuming the player's in-game currency, experience points, or other items. Similarly, after consuming the training ball, the character level can be increased to a predetermined level without consuming the player's various equipment, in-game currency, or other items.

[0137] Figure 8A is a diagram illustrating the training ball ID database. The player terminal 1 and server 1000 store the training ball ID database shown in FIG8A. In the training ball ID database, each training ball ID has a parameter value (prescribed value) that can be increased free of charge. A training ball is assigned to the player in the state of being associated with any of the training ball IDs.

[0138] For example, when the training ball ID is 1, the character level (skill level) can be increased to 100 and the equipment level can be increased to 10 free of charge.

[0139] FIG8B is a diagram illustrating the player's character database. The player terminal 1 and server 1000 store the player's character database shown in FIG8B.In the player character database, various information associated with the player's owned characters is stored in association with the player ID.

[0140] Specifically, in the player character database, for each player character ID owned by the player, the values ​​of various parameters are stored, including whether it is set as a baseline value for the synchronization level, whether it is set as a baseline value for the synchronization grade, whether the first synchronization function can be used, whether the second synchronization function can be used, and the training ball ID when the player character is associated with the training ball ID.

[0141] In the case shown in FIG8B, the value (100) of the character level corresponding to the 30th position is set as the synchronization level. Furthermore, in the case shown in FIG8B, the character level of the player character whose character ID value is "30" is 100, and this player character is associated with the baseline value for the synchronization level. Furthermore, when there are multiple player characters with the same character level value corresponding to the 30th position, the player character with the smallest character ID value is associated with the baseline value for the synchronization level.

[0142] In addition, in the case shown in FIG8B, the value (5) of the equipment level corresponding to the 30th position is set to the synchronization level, as per the specification page 11 / 22, page 13, CN 121816218 A. Furthermore, in the case shown in FIG8B, the equipment level of a player character whose character ID value is "40" is 5, and this player character is associated with the information set as the baseline value for the synchronization level. Furthermore, if there are multiple player characters with equipment level values ​​corresponding to the 30th position, the player character with the smallest character ID value is associated with the information set as the baseline value for the synchronization level.

[0143] Additionally, information indicating the ability to use the first synchronization function is associated with the player character ID of a player character whose character level is lower than the synchronization level. Furthermore, when the first synchronization function is used to raise a player character's character level to the synchronization level free of charge, the information indicating the ability to use the first synchronization function associated with that player character ID is deleted.

[0144] Additionally, information indicating the ability to use the second synchronization function is associated with the player character ID of a player character whose equipment level is lower than the synchronization level. Furthermore, when the second synchronization function is used to raise a character's equipment level to the synchronization level free of charge, the information associated with that character ID indicating that the second synchronization function can be used is deleted.

[0145] Furthermore, even when the first synchronization function is used to raise a character's level to the synchronization level free of charge, the second synchronization function can still be used if the character's equipment level is still lower than the synchronization level. Therefore, in this case, the information associated with that character ID indicating that the second synchronization function can be used is not deleted.

[0146] Furthermore, even when using the second synchronization function to raise the equipment level of one's own character to the synchronization level free of charge, the first synchronization function can still be used if the character's level is still lower than the synchronization level. Therefore, in this case, the information indicating that the first synchronization function can be used, associated with the character's ID, is not deleted.

[0147] Additionally, as shown in FIG8B, when a training ball is used on a character owned by the player, the training ball ID is stored in association with the character's ID. Furthermore, in this embodiment, when both the information indicating that the first or second synchronization function can be used and the training ball ID are associated with the character's ID, the player can arbitrarily choose which function to use. However, it is also possible that when both the information indicating that the first or second synchronization function can be used and the training ball ID are associated with the character's ID, the training ball function can be used preferentially. Alternatively, it is also possible that when both the information indicating that the first or second synchronization function can be used and the training ball ID are associated with the character's ID, the first or second synchronization function can be used preferentially. Alternatively, if there is information indicating that the first synchronization function or the second synchronization function can be used, and the training ball ID is associated with both the player character ID and the training ball ID, the function with the higher value of the parameter (character level or equipment level) that can be increased free of charge can be used first.

[0148] FIG9A is a second figure illustrating an example of a player character confirmation screen. FIG9B is a first figure illustrating an example of a player character details screen that can use the synchronization function. If there is information indicating that the first synchronization function or the second synchronization function can be used, associated with the player character ID in the player character database, as shown in FIG9A, a synchronization band 34 marked "synchronized" is overlaid on the image of the player character corresponding to that player character ID. Thus, it is indicated that the synchronization function can be used on the player character that displays the synchronization band 34.

[0149] When the image of the player character that displays the synchronization band 34 is clicked in FIG9A, as shown in FIG9B, the player character details screen corresponding to the clicked player character is displayed on the display 26. In this case, as shown in FIG9B, the method operation unit 37a is not displayed in the enhancement details display area 37. Additionally, the synchronization belt 34 is overlaid on the equipment operation unit 37b. Furthermore, the synchronization belt 34 is also overlaid on the one-click commission enhancement operation unit 38 and the level-up operation unit 39.

[0150] Furthermore, if the player possesses a training ball and the specified usage conditions are met, as shown in FIG9B, the training ball icon 54, which functions as the operation unit, is displayed in the center of the player's character details screen. Furthermore, usage conditions include, for example, clearing the normal stage "2-5" beforehand and the player character not having used other training balls.

[0151] FIG10A is a diagram illustrating an example of a level-up confirmation pop-up window. When the level-up operation unit 39, which displays the synchronization belt 34 (page 12 / 22 of the instruction manual, CN 121816218 A), is clicked in FIG9B, the level-up confirmation pop-up window 56 shown in FIG10A is displayed on the display 26.

[0152] The level-up confirmation pop-up window 56 is provided with a drop-down equipment level selection operation unit 56a for selecting which equipment level to set. The player operates the equipment level selection operation unit 56a to select the desired equipment level. In addition, in the equipment level selection operation unit 56a, the drop-down menu displays the equipment levels up to the synchronization level as candidates. In addition, as shown in FIG10A, the level-up confirmation pop-up window 56 is provided with a maximum enhancement operation unit 56b labeled "maximum enhancement". When the maximum enhancement operation unit 56b is clicked, the synchronization level is automatically selected in the equipment level selection operation unit 56a.

[0153] Additionally, as shown in FIG10A, the level-up confirmation pop-up 56 displays a decision operation section 56c and a cancel operation section 56d. Furthermore, as shown in FIG10A, a synchronization band 34 is overlaid on the decision operation section 56c.

[0154] When the cancel operation section 56d is clicked, the level-up confirmation pop-up 56 becomes inactive. On the other hand, when the decision operation section 56c is clicked, the second synchronization function is used to automatically raise the character's equipment level to the equipment level selected in the equipment level selection operation section 56a. Specifically, for example, if the equipment level selected in the equipment level selection operation section 56a is "2", the equipment level rises to "2" (treated as if all equipment of "level 1" is equipped). Additionally, at this time, the character level rises to 3, which is required to equip all equipment of "level 1".

[0155] Furthermore, when the equipment level reaches the synchronization level and all equipment of the synchronization level is equipped free of charge, as shown in FIG10B, a free equipment completion pop-up window 60 is displayed on the display unit 26. The free equipment completion pop-up window 60 displays text informing the player that all equipment that can be equipped free of charge has been equipped. In addition, in this embodiment, for a player character whose equipment level has been raised to the synchronization level using the synchronization function, the equipment level can be further raised for a fee, i.e., by consuming various equipment items, in-game currency, and other items owned by the player. In addition, in this embodiment, if a player character's equipment level has been raised using the second synchronization function, it is not possible to restore the player character's equipment level to the level before using the second synchronization function. However, it is also possible that if a player character's equipment level has been raised using the second synchronization function, the player character's equipment level can be restored to the level before using the second synchronization function.

[0156] Figure 11A is a second figure illustrating an example of a friendly character details screen that can use the synchronization function. Figure 11B is a first figure illustrating an example of a free equipment completion pop-up. When the Lv enhancement selection operation unit 35b is clicked in the friendly character details screen shown in Figure 9B, the friendly character details screen shown in Figure 11A is displayed on the display 26. In this case, as shown in Figure 11A, the free level-up display unit 61 is displayed in the enhancement details display area 37, above the item display unit 37d. The free level-up display unit 61 is provided with a drop-down level selection operation unit 61a for selecting the level to which the character will be raised, and an enhancement operation unit 61b with the synchronization band 34 superimposed on it. The player operates the level selection operation unit 61a to select the desired character level. In addition, in the level selection operation unit 61a, the drop-down display up to the synchronization level is used as a candidate for the selectable character level.

[0157] Then, when the enhancement operation unit 61b is clicked, the character level rises to the character level displayed in the level selection operation unit 61a. Afterwards, when the character level becomes the synchronization level, as shown in FIG11B, a free Lv enhancement completion pop-up window 62 is displayed on the display 26. The free Lv enhancement completion pop-up window 62 displays text informing the player that the character level has been raised to a level that can be raised free of charge. Furthermore, as shown in the shaded area in the figure, the item display unit 37d's usage operation unit 37e does not accept player operations until the player's character level has been raised to a level that can be raised free of charge. In addition, in this embodiment, for a player character whose level was raised to the synchronization level using the synchronization function, the character level can be further raised for a fee, i.e., by consuming items such as in-game currency and experience points possessed by the player. Instruction manual, pages 13 / 22, 15 CN 121816218 A

[0158] Furthermore, regarding skill level, by using the first synchronization function, the skill level can be raised to the same level as the character level free of charge, and the method for raising the skill level is the same as the method for raising the character level, so the explanation is omitted.

[0159] In addition, when the one-click commission enhancement operation unit 38 with the synchronization band 34 is clicked, the character level and skill level of the player character rise to the synchronization level. In addition, the equipment level of the player character rises to the synchronization level. That is, when the one-click commission enhancement operation unit 38 with the synchronization band 34 is clicked, the character level, skill level, and equipment level of the player character rise to the maximum limit that can be raised free of charge.

[0160] Figure 12A is a diagram illustrating an example of the training ball overview pop-up window 55. Figure 12B is a diagram illustrating an example of the level increase confirmation pop-up window 56. Figure 13A is a first diagram illustrating an example of the player character details screen after obtaining the training ball. Figure 13B is an example illustrating the completion of the pop-up window 60 for free equipment.

[0161] When a player possesses a training ball and the specified usage conditions are met, as shown in FIG9B, a training ball icon 54, which functions as an operation unit, is displayed in the center of the player's character details screen. Furthermore, usage conditions include, for example, clearing the normal stage "2-5" beforehand and ensuring that the player's character has not used any other training balls.

[0162] When the training ball icon 54 is clicked, a training ball overview pop-up window 55, as shown in FIG12A, is displayed on the monitor 26. The training ball overview pop-up window 55 displays images of the training balls owned by the player, as well as operation units 55a for using each training ball. Furthermore, when a training ball image is long-pressed, the display 26 shows the character level and equipment level that can be increased free of charge using that training ball. Additionally, an end operation unit 51 is displayed in the training ball overview pop-up window 55; when the end operation unit 51 is clicked, the training ball overview pop-up window 55 becomes inactive.

[0163] When the operation unit 55a corresponding to the usable training ball is operated, the level-up confirmation pop-up window 56 shown in FIG12B is displayed on the display 26. Furthermore, the following explanation will be based on the case where the player character's level is 1, equipment level is 1, and the equipment level can be increased to 10 and the character level can be increased to 100 free of charge when the training ball is used.

[0164] In the level-up confirmation pop-up window 56 shown in FIG12B, the difference from the level-up confirmation pop-up window 56 shown in FIG10A is that the training ball band 57, labeled "training ball," is displayed overlapping the decision operation unit 56c.

[0165] When the cancel operation unit 56d is clicked in the level-up confirmation pop-up window 56 shown in FIG12B, the use of the training ball is stopped, and the level-up confirmation pop-up window 56 becomes undisplayed. Additionally, when the decision operation unit 56c is clicked in the level-up confirmation pop-up window 56 shown in Figure 12B, the training ball is used to raise the equipment level of the player character to, for example, "Level 2" (treated as if all equipment of "Level 1" is equipped). Furthermore, if the character's level has not reached the level required to equip "Level 1" equipment, the character's level is raised to the minimum level required for equipping (here, Level 3).

[0166] Then, as shown in Figure 13A, the equipment level is displayed as Level 2 in the player character details screen. Additionally, the method operation unit 37a is not displayed in the enhancement details display area 37. Furthermore, the training ball belt 57 is overlaid on the equipment operation unit 37b.

[0167] The training ball belt 57 is also overlaid on the one-click enhancement operation unit 38 and the level-up operation unit 39. Furthermore, when the equipment operation section 37b with the overlapping growth ball 57 is clicked, the equipment displayed in the enhancement details display area 37 is equipped to the player's character free of charge (without consuming the player's own equipment).Additionally, when the level-up operation unit 39 with the training ball belt 57 is clicked, the equipment level increases by 1 for free. Furthermore, when the one-click commission enhancement operation unit 38 with the training ball belt 57 is clicked, the character's level, skill level, and equipment level increase to the maximum limit that can be increased for free.

[0168] Furthermore, when the equipment level becomes level 10 and all level 10 equipment items are equipped for free, as shown in Figure 13B, page 14 / 22, CN 121816218 A, a free equipment completion pop-up window 60 is displayed on the monitor 26. The free equipment completion pop-up window 60 displays characters informing the player that all equipment that can be equipped for free has been equipped.

[0169] Figure 14A is a second illustration illustrating an example of the character details screen after obtaining the training ball. Figure 14B is an illustration illustrating an example of a free level enhancement completion pop-up window 62.

[0170] When the Lv enhancement selection operation unit 35b is clicked in the player character details screen shown in FIG13A, the player character details screen shown in FIG14A is displayed on the display 26. As shown in FIG14A, in the enhancement details display area 37 of the player character details screen, the free level-up display unit 61 is displayed above the item display unit 37d. The free level-up display unit 61 is provided with a drop-down level selection operation unit 61a for selecting the level to which the character level will be raised. The player operates the level selection operation unit 61a to select the desired character level. In addition, in the level selection operation unit 61a, based on the player level and the character level that can be raised by the training orb used, the drop-down display shows the character level that can be raised to at the current time as candidates.

[0171] Then, when the enhancement operation unit 61b is clicked, the character level rises to the character level displayed in the level selection operation unit 61a. Afterwards, when the character level becomes 100, as shown in Figure 14B, a pop-up window 62 indicating that the free Lv enhancement is complete is displayed on the monitor 26. The free Lv enhancement completion pop-up window 62 displays text informing the player that the character level has been raised to a level that can be raised free of charge. Furthermore, as shown in the shaded area in the figure, the operation unit 37e of the item display unit 37d does not accept player input until the player's character level has been raised to a level that can be raised free of charge.

[0172] Regarding skill levels, by using a training ball, skill levels can be raised free of charge to the same level as the character level. Since the method for raising skill levels is the same as the method for raising character levels, it is omitted from the description.

[0173] Furthermore, when all parameters associated with the training ball ID have been raised free of charge, the training ball ID is deleted from the player's character database.

[0174] Figure 15 is a diagram illustrating an example of a simultaneous enhancement screen.When the "Combined Enhancement Screen Selection Operation Unit 32" of the "Friendly Character Confirmation Screen" in Figure 9B is clicked, the "Combined Enhancement Screen" is displayed on the display 26. The "Combined Enhancement Screen" displays images of friendly characters whose levels, skill levels, and equipment levels can be increased by the friendly character ID associated with the player ID. Furthermore, the player can select all friendly characters whose levels, skill levels, and equipment levels can be increased by swiping the "Combined Enhancement Screen".

[0175] Additionally, if the friendly character database contains information indicating that the first synchronization function or the second synchronization function can be used associated with a friendly character ID, as shown in Figure 15, the synchronization band 34 is overlaid on the image of the friendly character corresponding to that friendly character ID. This indicates that the first synchronization function or the second synchronization function can be used on the friendly character whose synchronization band 34 is displayed. Furthermore, the display method of the synchronization band 34 may differ depending on whether only the first synchronization function can be used, whether only the second synchronization function can be used, or whether both the first and second synchronization functions can be used.

[0176] Additionally, as shown in FIG15, a decision operation unit 70a and a cancel operation unit 70b are displayed in the enhanced screen.

[0177] Players can select one or more allied characters by clicking on the image of their own character in FIG15. Then, when the decision operation unit 70a is operated while one or more allied characters are selected, if the synchronization function can be used on the selected allied character, the character level and skill level will rise to the synchronization level, and the equipment level will rise to the synchronization level. On the other hand, if the synchronization function cannot be used on the selected allied character, the character level, skill level, and equipment level can be raised as much as possible for a fee. In addition, in this embodiment, if the character level of an allied character is raised by using the first synchronization function, it is not possible to restore the character level of that allied character to the level before using the first synchronization function. However, it is also possible that if the character level of an allied character is raised by using the first synchronization function, the character level of that allied character can be restored to the level before using the first synchronization function.

[0178] As described above, in the information processing system S, for all player-owned characters whose synchronization level or equipment level is not met, the player's character level or equipment level can be increased free of charge based on the player's actions, up to the synchronization level or equipment level. Therefore, concerns about increased player workload can be mitigated when the player wants to develop many of their owned characters. Consequently, concerns about decreased player engagement due to increased workload can be suppressed.

[0179] Furthermore, by using the synchronization function based on the player's actions, the processing load on the player terminal 1 and the server 1000 can be reduced. Additionally, the character level or equipment level can be increased to a range specified by the player, up to the synchronization level or synchronization grade, based on the player's actions. That is, the character level or equipment level can remain at a predetermined value specified by the player without increasing to the synchronization level or synchronization grade. This allows for strategic improvement in the game.

[0180] For example, in the case where the player's character level is automatically synchronized to the synchronization level, whenever the baseline value of the synchronization level is updated (increased), it is necessary to perform a process that synchronizes the character level of the player character who is being upgraded to the synchronization level free of charge. Similarly, in the case where the player's equipment level is automatically synchronized to the synchronization grade, whenever the baseline value of the synchronization grade is updated (increased), it is necessary to perform a process that synchronizes the equipment level of the player character who is being upgraded to the synchronization grade free of charge.

[0181] In this embodiment, the character level and equipment level are updated based on player actions for the player's own characters that are to be upgraded to the synchronization level or synchronization grade free of charge. Therefore, it is not necessary to perform the aforementioned synchronization processing every time the baseline value of the synchronization level or synchronization grade is updated (upgraded), thus suppressing the processing load on the player terminal 1 and the server 1000.

[0182] In the case of operational games, there is a tendency that, due to the release of characters as the operation continues for a long time, the variety of allied characters that a player can possess increases. Therefore, when synchronization processing is to be performed, the number of allied characters to be synchronized becomes large, raising concerns about increased processing load on the player terminal 1 and the server 1000. As described above, if the number of allied characters owned by a player becomes large, there is a concern about increased processing load if synchronization processing is performed automatically. However, according to this embodiment, since the character level and equipment grade are updated based on player actions, concerns about increased processing load when raising the character level and equipment grade of all the player's owned characters to the synchronization level or synchronization grade can be suppressed.

[0183] Next, the basic structure and communication processing of the player terminal 1 and the server 1000 will be described. Furthermore, here, an example of the basic communication processing used to advance the game and the main communication processing related to the unpaid increase of parameters will be described, while descriptions of other processing will be omitted.

[0184] (Functional Structure of Player Terminal 1)

[0185] FIG16 is a diagram illustrating the structure of the storage device 12 in the player terminal 1 and its function as a computer. The storage device 12 includes a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0186] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Furthermore, the program listed in FIG16 is one example; in addition, many other programs are provided in the terminal-side game control program.

[0187] A game information storage unit 90 and a player information storage unit 91 are provided in the data storage area 12b as storage units for storing data. Furthermore, the above-mentioned storage units are one example; in addition to the above, multiple storage units are provided in the data storage area 12b.

[0188] The CPU 10 causes each program stored in the program storage area 12a to operate, thereby updating the data in each storage unit of the data storage area 12b. Moreover, the CPU 10 causes each program stored in the program storage area 12a to operate, thereby enabling the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.

[0189] Specifically, the CPU 10 causes the game execution control program 80 to operate so that the computer functions as the game execution control unit 80a. Similarly, the CPU 10 causes the battle game execution program 81 and the display control program 82 to operate so that they function as the battle game execution unit 81a and the display control unit 82a, respectively.

[0190] The game execution control unit 80a controls the overall progress of the game. For example, the game execution control unit 80a sends login information to the server 1000 when logging in. In addition, the game execution control unit 80a performs control related to the change of the normal screen. In addition, when the overall game information is updated, the game execution control unit 80a receives game information from the server 1000 and saves it to the game information storage unit 90.

[0191] The battle game execution unit 81a is responsible for the control used to execute the battle game. For example, the battle game execution unit 81a updates the battle screen, controls the actions of friendly and enemy characters, or outputs damage values ​​based on the operations input to the player terminal 1.

[0192] The display control unit 82a generates a screen to be displayed on the monitor 26 and displays the generated screen on the monitor 26.

[0193] (Functional structure of server 1000)

[0194] FIG17 is a diagram illustrating the structure of the storage device 1012 in the server 1000 and its function as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores the server-side game control program (module) into the program storage area 1012a.

[0195] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. Furthermore, the program listed in FIG17 is one example; many other programs are provided in the server-side game control program.

[0196] A game information storage unit 1090 and a player information storage unit 1091 are provided in the data storage area 1012b as storage units for storing data. Furthermore, the above-mentioned storage units are one example; many other storage units are provided in the data storage area 1012b.

[0197] The CPU 1010 causes the programs stored in the program storage area 1012a to operate, thereby updating the data in each storage unit of the data storage area 1012b. Furthermore, the CPU 1010 enables the server 1000 to function as the server-side game control unit 1000A by causing the programs stored in the program storage area 1012a to operate. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter modification unit 1083a, and a synchronization function management unit 1084a.

[0198] Specifically, the CPU 1010 causes the game execution control program 1080 to operate so that the computer functions as the game execution control unit 1080a. Similarly, the CPU 1010 causes the battle game execution program 1081, the training ball management program 1082, the parameter modification program 1083, and the synchronization function management program 1084 to operate so that they function as the battle game execution unit 1081a, the training ball management unit 1082a, the parameter modification unit 1083a, and the synchronization function management unit 1084a, respectively.

[0199] The game execution control unit 1080a controls the overall progress of the game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to obtain the player information stored in the player information storage unit 1091. The player information includes the aforementioned allied character database. In addition, in the case where the overall game information has been updated (see page 17 / 22 of the specification, CN 121816218 A), the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to obtain the updated game information.

[0200] The battle game execution unit 1081a is responsible for controlling the execution of the battle game.

[0201] When a training ball is used, the training ball management unit 1082a updates the allied character database and stores the training ball ID in association with the allied character ID of that allied character.

[0202] When an operation to change (increase) parameters is performed through the player's character details screen or the simultaneous enhancement screen, the parameter change unit 1083a changes (increases) the parameters according to the operation.

[0203] The synchronization function management unit 1084a determines the rank based on the value of the player's own character's level, and determines the value of the character level corresponding to the prescribed rank (30th rank in this embodiment) as the synchronization level. Then, the player's character database is updated, and the information set as the baseline value for the synchronization level is stored in association with the player's character ID of the player's character at the determined synchronization level.

[0204] In addition, the synchronization function management unit 1084a updates the player's character database, and stores the information indicating that the first synchronization function can be used in association with the player's character ID of the player's character level which is lower than the synchronization level.

[0205] In addition, the synchronization function management unit 1084a determines the rank based on the value of the player's own character's equipment level, and determines the value of the equipment level corresponding to the prescribed rank (30th rank in this embodiment) as the synchronization level. Then, the player character database is updated, and the information set as the baseline value for the synchronization level is stored in association with the player character ID of the player character at the determined synchronization level.

[0206] In addition, the synchronization function management unit 1084a updates the player character database, and stores the information indicating that the second synchronization function can be used in association with the player character ID of the player character whose equipment level is lower than the synchronization level.

[0207] (Specific processing of player terminal 1 and server 1000)

[0208] FIG18 is a flowchart illustrating the synchronization management process in server 1000. The synchronization management process is performed in server 1000 at a predetermined time. As a predetermined time, it may be set as the time when the player launches the game application in player terminal 1 and sends login information to server 1000. In addition, as a predetermined time, it may be set as the time when the player character confirmation screen is displayed in player terminal 1. In addition, as a predetermined time, it may be set as the time when the player character details screen is displayed in player terminal 1. Additionally, as a predetermined trigger, it can be set, for example, when the enhanced screen is displayed on player terminal 1. Additionally, as a predetermined trigger, it can be set, for example, when a screen change occurs on player terminal 1.

[0209] When performing synchronization management processing, the synchronization function management unit 1084a determines the rank (S1-1) based on the character level value of the player's own character. Then, the synchronization function management unit 1084a sets the character level value corresponding to the predetermined rank (30th in this embodiment) in the determined rank as the synchronization level (S1-2).

[0210] Furthermore, the synchronization function management unit 1084a determines the rank based on the equipment level of the player's own character (S1-3). Then, the synchronization function management unit 1084a sets the equipment level value corresponding to the specified rank (30th rank in this embodiment) in the determined rank as the synchronization level (S1-4).

[0211] The synchronization function management unit 1084a updates the own character database based on the settings in steps S1-2 and S1-4 above, storing information associated with each own character ID, including whether it is set as a baseline value for the synchronization level, whether it is set as a baseline value for the synchronization rank, and whether the synchronization function can be used.

[0212] In addition, the synchronization function management unit 1084a sets the own character database updated in step S1-5 above to be accessible by the player terminal 1 (S1-6).

[0213] FIG19 is a flowchart illustrating the processing of the own character details screen in the player terminal 1. When the display screen showing the player's character details is shown on the monitor 26, the player's character details screen processing shown in Figure 19 is executed. In the player's character details screen processing, if a training ball is used via the training ball overview pop-up window 55 shown in Figure 12A, and an equipment level is determined via the level increase confirmation pop-up window 56 shown in Figure 12B, and an operation is performed on the decision operation unit 56c ("Yes" in P1-1), the game execution control unit 80a sends training ball usage information (P1-2) to the server 1000, including the training ball ID associated with the used training ball, the player character who used the training ball, and the determined equipment level.

[0214] Additionally, if the player character displayed on the player character details screen is associated with a training ball ID based on the player character database ("Yes" in P1-3), the display control unit 82a displays the player character details screen with the training ball belt 57 as shown in Figures 13A and 14A on the display 26 (P1-4).

[0215] Additionally, if the player character displayed on the player character details screen is associated with information indicating that the first synchronization function or the second synchronization function can be used based on the player character database ("Yes" in P1-5), the display control unit 82a displays the player character details screen with the synchronization belt 34 as shown in Figures 9B and 11A on the display 26 (P1-6).

[0216] Additionally, if a parameter change operation is performed ("Yes" in P1-7), the game execution control unit 80a sends parameter change information indicating the parameters to be changed to the server 1000 (P1-8).

[0217] Additionally, if the player's character database has been changed ("Yes" in P1-9), the display control unit 82a updates the display screen showing the player's character details based on the changed player's character database, or displays the free equipment completion pop-up 60 shown in FIG10B or FIG13B, or displays the free Lv enhancement completion pop-up 62 shown in FIG11B or FIG14B (P1-10).

[0218] FIG20 is a flowchart illustrating the parameter change processing in the server 1000. When the training ball management unit 1082a receives training ball usage information ("Yes" in S2-1), it stores and updates the player's character database by associating the training ball ID with the player's character ID based on the training ball usage information (S2-2). In addition, the training ball management unit 1082a sets the updated player's character database to be accessible by the player terminal 1 (S2-3).

[0219] Furthermore, when the parameter change unit 1083a receives parameter change information ("Yes" in S2-4) and when the synchronization function is used ("Yes" in S2-5), it performs parameter change processing (S2-6) to change the parameters of the player's character level or equipment level free of charge, and updates the player's character database. At this time, based on the received parameter change information, the parameter change unit 1083a changes the parameters of the player's character level or equipment level to the character level or equipment level specified by the player free of charge. In addition, when the player's character level is raised to the synchronization level free of charge, the synchronization function management unit 1084a deletes the information associated with the player's character ID indicating that the first synchronization function can be used. In addition, when the player's equipment level is raised to the synchronization level free of charge, the synchronization function management unit 1084a deletes the information associated with the player's character ID indicating that the second synchronization function can be used.

[0220] Additionally, when the training ball function is used ("Yes" in S2-7), the parameter change unit 1083a performs parameter change processing (S2-8) to change the parameters of the player's character level or equipment level free of charge, and updates the player's character database. At this time, the parameter change unit 1083a changes the parameters of the player's character level or equipment level to the character level or equipment level specified by the player free of charge based on the received parameter change information. In addition, when all parameters associated with the training ball ID have been increased free of charge, the training ball management unit 1082a deletes the training ball ID from the player's character database.

[0221] In addition, when the synchronization function and the training ball function are not used ("Yes" in S2-9), the parameter change unit 1083a performs parameter change processing (S2-10) to change the parameters of the player's character for a fee, and updates the player's character database. That is, the player consumes in-game currency, experience points, and other items to increase the character level.Alternatively, players can consume various equipment items, in-game currency, and other items to increase equipment levels.

[0222] Furthermore, the parameter change unit 1083a will set the character database updated in steps S2-6, S2-8, and S2-10 above to be accessible to player terminal 1 (S2-11).

[0223] As explained above, player terminal 1 is equipped with a game execution control program 80, a battle game execution program 81, and a display control program 82. Player terminal 1 functions as game execution control unit 80a, battle game execution unit 81a, and display control unit 82a. In addition, server 1000 is equipped with game execution control program 1080, battle game execution program 1081, training ball management program 1082, parameter change program 1083, and synchronization function management program 1084. In addition, the server 1000 functions as a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a. However, some or all of these programs and functions may also be provided in one or both of the player terminal 1 and the server 1000.

[0224] In addition, the sharing of processing in the player terminal 1 and the server 1000 in the above embodiment is just one example. For example, each of the above processes can be executed by at least one or both of the player terminal 1 and the server 1000, and there is no particular limitation on the timing of execution or the execution device.

[0225] In addition, the processing in the player terminal 1 and the server 1000 in the above embodiment is just one example. It goes without saying that the processing in the player terminal 1 and the server 1000 can be appropriately designed without departing from the purpose of the present invention.

[0226] The embodiments have been described above with reference to the accompanying drawings, but it goes without saying that the present invention is not limited to the above embodiments. It will be clear to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and it should be understood that such modifications or alterations also fall within the technical scope of the present invention.

[0227] (Processing performed by the computer)

[0228] The following processing: The rank is determined based on the value of a specified parameter associated with the game medium owned by the player (in the above embodiment, for example, character level, equipment level), and the value of the specified parameter corresponding to the specified rank is stored as a reference value (in the above embodiment, for example, synchronization level, synchronization grade) (in the above embodiment, for example, steps S1-2, steps S1-4, steps S1-5).

[0229] The following processing is performed: For game media owned by the player whose value of a specified parameter relative to a reference value meets a specific condition (in the above embodiment, for example, above the reference value), the value of the specified parameter can be updated according to the specified condition based on the player's operation (in the above embodiment, for example, steps S2-9, S2-10, and S2-11).

[0230] The following processing is performed: For all game media owned by the player whose value of a specified parameter relative to a reference value does not meet a specific condition (in the above embodiment, for example, less than the reference value), the value of the specified parameter can be updated within the range up to the reference value according to a more favorable condition for the player compared to the specified condition based on the player's operation (in the above embodiment, for example, steps S2-5 to S2-8 and S2-11).

[0231] Alternatively, the specified condition may include consuming consumable game media associated with the player.

[0232] Alternatively, the favorable condition may include not consuming consumable game media associated with the player. Furthermore, as an advantage, the above embodiment shows a case where no game medium is consumed, but it is not limited to this. For example, as an advantage, the amount of game medium consumed may be less than that under specified conditions. In addition, as an advantage, it may be set to consume a different game medium that is easier to obtain than the game medium consumed under specified conditions.

[0233] The computer may also perform the following processing: determine the display mode of the identification information corresponding to the game medium owned by the player based on whether the value of a specified parameter relative to a reference value meets a specific condition (in the above embodiment, step P1-10 is an example). Specification 20 / 22 pages 22 CN 121816218 A

[0234] The computer may also perform the following processing: display the identification information in the determined display mode on the display screen (in the above embodiment, step P1-10 is an example).

[0235] Alternatively, for a game medium that updates the value of a specified parameter to a baseline value based on favorable conditions, the value of the specified parameter can be further updated based on the specified conditions (in the above embodiment, steps S2-9, S2-10, and S2-11 are examples).

[0236] Furthermore, in the above embodiment, it is shown that for each player character ID, information on whether to set the baseline value for the synchronization level, information on whether to set the baseline value for the synchronization grade, information on whether the first synchronization function can be used, and information on whether the second synchronization function can be used are stored in the character database in association. However, it is also possible not to store this information in the character database in association.For example, on the server 1000 side, upon receiving parameter change information from player terminal 1, the synchronization level and synchronization grade can be exported by referring to the character database. Then, the server 1000 can also update the character level of friendly characters below the synchronization level free of charge, and update the character level of friendly characters above the synchronization level for a fee. In addition, the server 1000 can also update the equipment level of friendly characters below the synchronization level free of charge, and update the equipment level of friendly characters above the synchronization level for a fee. In addition, the server 1000 can also check whether the updated content of the character level and equipment level is correct. If there is no problem, the character level and equipment level are updated. In addition, the server 1000 can also check whether the updated content of the character level and equipment level is correct. If there is a problem, the character level and equipment level are not updated.

[0237] In addition, on the player terminal 1 side, the synchronization level and synchronization grade can also be exported by referring to the latest character database obtained from the server 1000. Alternatively, if the character database is updated in server 1000, player terminal 1 can obtain the updated character database and export the synchronization level and synchronization grade by referring to the latest character database. Furthermore, player terminal 1 can display a character confirmation screen, a character details screen, and a simultaneous enhancement screen based on the exported synchronization level and synchronization grade. Additionally, if a player changes the character's level, player terminal 1 can send parameter change information to server 1000 containing information that identifies whether the character's level is below or above the synchronization level. Similarly, if a player changes the character's equipment level, player terminal 1 can send parameter change information to server 1000 containing information that identifies whether the character's equipment level is below or above the synchronization level.

[0238] Furthermore, while the above embodiment shows a case where character levels can be increased by consuming in-game currency, experience points, or other items possessed by the player, it is also possible to increase character levels based on experience points accumulated through victories in battle games.

[0239] In addition, in the above embodiment, the ranking is determined based on the character level value of the player's own characters, and the character level value corresponding to the specified ranking (30th position) is set as the reference value for the synchronization level, but it is not limited to this. For example, the character level of the player's own characters with the lowest character level value among the allied characters set by the player in the specified frame may also be set as the reference value for the synchronization level.Alternatively, the character level of any player-specified character can be set as the baseline value for the synchronization level.

[0240] In addition, in the above embodiment, the case where the ranking is determined based on the equipment level value of the player's own characters, and the equipment level value corresponding to the specified ranking (30th rank) is set as the baseline value for the synchronization level, is not limited to this. For example, the equipment level of the player-specified character with the lowest equipment level value among the player-specified characters in the specified frame can be set as the baseline value for the synchronization level. Alternatively, the equipment level of any player-specified character specified by the player (pages 21 / 22, CN 121816218 A) can be set as the baseline value for the synchronization level.

[0241] In addition, in the above embodiment, the case where the synchronization function can be used based on character level and equipment level is shown, but the objects that enable the synchronization function are not limited to these. For example, the player-specified character's level and rarity can be set as objects of the synchronization function. In addition, the level and rank of a player-specified character's specific skill can be set as objects of the synchronization function. Additionally, the number of weapons or armor that can be equipped on a player character, and the number of skills that a player character can acquire, can be set as the objects of the synchronization function. Additionally, the level, grade, and rarity of the player's weapons or armor can be set as the objects of the synchronization function. Additionally, the level, grade, and rarity of the player's crafting materials can be set as the objects of the synchronization function.

[0242] Furthermore, in the above embodiment, the case where the synchronization function can be used for all player characters who do not meet the synchronization level or grade is shown; however, a limit can be set on the number of player characters who can use the synchronization function (e.g., up to 10). Alternatively, an item that allows the use of the synchronization function can be set, allowing the synchronization function to be used only for player characters who have used that item.

[0243] Additionally, an upper limit value for the character level can be set according to the type of player character. Moreover, if the synchronization level is higher than the set upper limit value for the character level, the synchronization function can be used to change the character level free of charge within the set upper limit value for the character level. Alternatively, if the synchronization level is higher than the upper limit of the set character level, the synchronization function can be used to change the character level free of charge within the synchronization level range in a manner exceeding the upper limit of the set character level.

[0244] Furthermore, the information processing program for performing the processing in the above embodiments can also be stored in a computer-readable non-transitory storage medium and provided in the form of a non-transitory storage medium. It can also be provided as a player terminal or information processing system including this storage medium.In addition, the above embodiments can also serve as information processing methods for implementing the various functions and the steps shown in the flowchart.

[0245] Explanation of reference numerals

[0246] 1: Player terminal; 1000: Server; S: Information processing system. Instruction manual 22 / 22 pages 24 CN 121816218 A Figure 1 Figure 2A Instruction manual drawing 1 / 20 pages 25 CN 121816218 A Figure 2B Figure 3A Instruction manual drawing 2 / 20 pages 26 CN 121816218 A Figure 3B Figure 3C Instruction manual drawing 3 / 20 pages 27 CN 121816218 A Figure 4A Figure 4B Instruction manual drawing 4 / 20 pages 28 CN 121816218 A Figure 4C Figure 5 Instruction manual drawing 5 / 20 pages 29 CN 121816218 A Figure 6A Figure 6B Instruction manual drawing 6 / 20 pages 30 CN 121816218 A Figure 6C Figure 7A Instruction manual drawing 7 / 20 pages 31 CN 121816218 A Figure 7B Figure 7C Instruction manual drawing 8 / 20 pages 32 CN 121816218 A Figure 8A Figure 8B Appendix to the Instruction Manual Page 9 / 20 33 CN 121816218 A Figure 9A Figure 9B Appendix to the Instruction Manual Page 10 / 20 34 CN 121816218 A Figure 10A Figure 10B Appendix to the Instruction Manual Page 11 / 20 35 CN 121816218 A Figure 11A Figure 11B Appendix to the Instruction Manual Page 12 / 20 36 CN 121816218 A Figure 12A Figure 12B Appendix to the Instruction Manual Page 13 / 20 37 CN 121816218 A Figure 13A Figure 13B Appendix to the Instruction Manual Page 14 / 20 38 CN 121816218 A Figure 14A Figure 14B Appendix to the Instruction Manual Page 15 / 20 39 CN 121816218 A Figure 15 Figure 16 Appendix to the Instruction Manual Page 16 / 20 40 CN 121816218 A Figure 17 Figure 18 of the instruction manual, page 41 of 17 / 20, CN 121816218 A; Figure 19 of the instruction manual, page 43 of 19 / 20, CN 121816218 A; Figure 20 of the instruction manual, page 44 of 20 / 20, CN 121816218 A.

Claims

1. An information processing program that causes a computer to perform the following processes: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.

2. The information processing program according to claim 1, wherein, The specified conditions include consuming game media associated with the player. The advantages include not consuming the consumable game media associated with the player.

3. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following processes: The display method of identification information corresponding to the game medium owned by the player is determined based on whether the value of the specified parameter relative to the benchmark value meets the specific conditions. as well as The identification information is displayed on the screen in the determined display mode.

4. The information processing program according to any one of claims 1 to 3, wherein, For a game medium that updates the value of the specified parameter to the baseline value according to the aforementioned favorable conditions, the value of the specified parameter can be further updated based on the aforementioned favorable conditions.

5. An information processing method, performed by one or more computers, the information processing method comprising the following processes: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.

6. An information processing system comprising one or more computers, wherein, The computer performs the following processing: The ranking is determined based on the value of a specified parameter associated with the game medium owned by the player, and the value of the specified parameter corresponding to the specified ranking is stored as a base value; For a game medium owned by a player, where the value of the specified parameter relative to the baseline value satisfies a specific condition, the value of the specified parameter can be updated according to the specified conditions based on the player's actions; as well as For game media owned by a player where the value of the specified parameter relative to the baseline value does not meet the specific condition, it is possible to update the value of the specified parameter within the range up to the baseline value based on the player's actions, according to a more favorable condition for the player compared to the specified condition.