In-game reward interaction method and device, storage medium, and computer equipment

By introducing reward interaction methods in online games, players are allowed to reward non-player characters and change their attributes, solving the problem of low utilization of non-player characters caused by a single interaction mode, and improving game experience and server utilization.

CN114053722BActive Publication Date: 2025-03-21BEIJING PERFECT ZEALKING TECH CO LTD
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Patent Information

Application Number
CN202111339506.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-12
Publication Date
2025-03-21
Estimated Expiration
2041-11-12

AI Technical Summary

Technical Problem

In online games, the interaction mode between player characters and non-player characters is relatively single, resulting in low utilization of non-player characters, affecting player retention and recruiting new products, and the utilization rate of game servers is difficult to guarantee.

Method used

Provide a reward interaction method in the game. By receiving reward data, determine the target change attributes and change values ​​of the variable attributes of the rewarded character, and change the attributes of the rewarded character according to these change values, and at the same time, reward announcements are made in specific scenarios or areas.

Benefits of technology

It expands the interaction mode between player characters and non-player characters, improves the resource utilization rate of non-player characters, improves the game experience of players, promotes player retention and recruits new products, and improves the utilization rate of game servers.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a reward interaction method and device, storage medium, and computer equipment in a game, the method comprising: receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game; based on the reward data, determining a target change attribute in the changeable attribute and a change value of the target change attribute; and changing the target change attribute of the rewarded character according to the change value. The present application helps to improve the game experience of players and improve the utilization rate of game resources and game servers.
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Description

Technical Field

[0001] The present application relates to the field of online game technology, and in particular to a reward interaction method and device, storage medium, and computer equipment within a game. Background Art

[0002] In online games, the interaction mode between player characters and non-player characters in the game is relatively simple, and the interaction between player characters and non-player characters mostly stays at the dialogue stage. As a virtual resource in the game world, non-player characters have fewer interactive operations due to the limitations of the interaction mode, and the utilization rate of non-player characters is low. At the same time, the single interaction mode is not conducive to player retention and attracting new players, and the utilization rate of game servers is difficult to guarantee. Continuously expanding the interaction mode between player characters and non-player characters and improving the utilization rate of game resources and game servers are issues worth exploring in the game field. Summary of the invention

[0003] In view of this, the present application provides a method and apparatus, storage medium, and computer equipment for rewarding interaction within a game.

[0004] According to one aspect of the present application, a reward interaction method within a game is provided, comprising:

[0005] Receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game;

[0006] Based on the reward data, determining a target change attribute among the changeable attributes and a change value of the target change attribute;

[0007] According to the change value, the target change attribute of the rewarded character is changed.

[0008] Optionally, after receiving the reward data for the rewarded character, the method further includes:

[0009] According to the scene where the rewarded character is located and / or the type of the rewarded character, the reward announcement area and reward announcement method of the rewarded character are obtained;

[0010] According to the reward announcement method and the reward data, a reward announcement is made in the reward announcement area, wherein the reward announcement method at least includes an announcement through the rewarded character and / or an interface display announcement, and the interface display announcement method may be accompanied by display effects matching the reward data.

[0011] Optionally, obtaining the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character specifically includes:

[0012] If the first target game scene where the rewarded character is located is an exclusive game scene, the first target game scene is determined as the first reward announcement area, and the first reward announcement method is determined to be a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that restricts each player character from entering alone;

[0013] If the second target game scene where the rewarded character is located is a shared game scene, the second target game scene is determined as a second reward announcement area, and the second reward announcement method is determined to be a real-time reward announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene that allows multiple player characters to enter together;

[0014] If the third target game scene where the rewarded character is located is a public game scene, and the rewarded character is an exclusive character, the third target game scene is determined as a third reward announcement area, and the third reward announcement method is determined as a reward announcement after any player character interacts with the rewarded character, wherein the exclusive character includes a character that is visible to different player characters alone;

[0015] If the fourth target game scene where the rewarded character is located is a public game scene, and the rewarded character is a public character, the fourth target game scene is used as a fourth reward announcement area, and the fourth reward announcement method is determined to be a real-time reward announcement to each player character in the target game scene, wherein the public character includes a character visible to any player character;

[0016] If the rewarded character is located in the UI interaction interface, the UI interaction interface is determined as the fifth reward announcement area, and the fifth reward announcement method is determined as a reward announcement when any player character triggers the display of the UI interaction interface.

[0017] Optionally, the step of making a reward announcement in the reward announcement area based on the reward announcement method and the reward data specifically includes:

[0018] In the case where the reward announcement method includes the first reward announcement method, determining a first reward announcement duration based on the first reward announcement area and the reward data, and making a reward announcement to any player character that enters the first reward announcement area within the first reward announcement duration;

[0019] When the reward announcement method includes the second reward announcement method, a reward announcement is made to each player character in the second reward announcement area in real time;

[0020] In the case where the reward announcement method is the third reward announcement method, determining a second reward announcement duration based on the third reward announcement area and the reward data, and within the second reward announcement duration, making a reward announcement to any player character that interacts with the rewarded character in the third reward announcement area;

[0021] In the case where the reward announcement method includes the fourth reward announcement method, a reward announcement is made to each player character in the fourth reward announcement area in real time;

[0022] When the reward announcement method is the fifth reward announcement method, a reward announcement is made to any player character that triggers the display of the UI interaction interface within the third reward announcement duration.

[0023] Optionally, the reward data includes a reward resource type and a reward resource amount; and determining a target change attribute in the changeable attribute and a change value of the target change attribute based on the reward data specifically includes:

[0024] Based on the attribute change rules of the rewarded character, determine the target change attribute corresponding to the reward resource type, as well as the permanent change value or time change value of the target change attribute that matches the reward resource quantity, wherein the changeable attributes include combat power attributes, defense power attributes, resource drop attributes, appearance attributes, and at least one of the intimacy attributes with the rewarding character, and the rewarding character is a player character in the game.

[0025] Optionally, after receiving the reward data for the rewarded character, the method further includes:

[0026] When the total reward data of the rewarding role to the rewarded role or the reward data meets a first preset condition, a preset reward is allocated to the rewarding role and / or a first associated role of the rewarding role; and / or,

[0027] When the total reward data or the reward data meets a second preset condition, a preset penalty is imposed on a second associated role of the rewarding role; and / or,

[0028] When the total reward data meets or satisfies the third preset condition of the reward data, after any player character enters the interactive range of the rewarded character, a preset interaction between the rewarded character and the any player character is triggered, wherein the preset interaction includes the attack interaction of the rewarded character on other player characters except the rewarding character and / or the positive interaction of the rewarded character on the rewarding character.

[0029] Optionally, the receiving of reward data of the rewarded character specifically includes:

[0030] Based on an interactive operation on any non-player character in a preset state in the game, when it is determined that the selected any non-player character is a rewardable character, outputting a reward resource selection option, wherein the preset state includes an attacking state and / or a non-attacking state;

[0031] Receiving a selection operation for the reward resource selection option, and verifying whether the existing resources of the rewarding character include the selected reward resources;

[0032] If included, the reward data of the rewarded character is determined based on the selected reward resources; otherwise, a prompt message is output to prompt the rewarding character to obtain the missing reward resources.

[0033] According to another aspect of the present application, a reward interaction device in a game is provided, comprising:

[0034] A reward module, used for receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game;

[0035] A change value determination module, used for determining a target change attribute in the changeable attribute and a change value of the target change attribute based on the reward data;

[0036] The attribute change module is used to change the target change attribute of the rewarded character according to the change value.

[0037] Optionally, the device further comprises:

[0038] An announcement information acquisition module is used to, after receiving the reward data for the rewarded character, obtain the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character;

[0039] An announcement module is used to make a reward announcement in the reward announcement area according to the reward announcement method and the reward data, wherein the reward announcement method includes at least an announcement through the rewarded character and / or an interface display announcement, and the interface display announcement method may be accompanied by display effects matching the reward data.

[0040] Optionally, the announcement information acquisition module is specifically used to:

[0041] If the first target game scene where the rewarded character is located is an exclusive game scene, the first target game scene is determined as the first reward announcement area, and the first reward announcement method is determined to be a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that restricts each player character from entering alone;

[0042] If the second target game scene where the rewarded character is located is a shared game scene, the second target game scene is determined as a second reward announcement area, and the second reward announcement method is determined to be a real-time reward announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene that allows multiple player characters to enter together;

[0043] If the third target game scene where the rewarded character is located is a public game scene, and the rewarded character is an exclusive character, the third target game scene is determined as a third reward announcement area, and the third reward announcement method is determined as a reward announcement after any player character interacts with the rewarded character, wherein the exclusive character includes a character that is visible to different player characters alone;

[0044] If the fourth target game scene where the rewarded character is located is a public game scene, and the rewarded character is a public character, the fourth target game scene is used as a fourth reward announcement area, and the fourth reward announcement method is determined to be a real-time reward announcement to each player character in the target game scene, wherein the public character includes a character visible to any player character;

[0045] If the rewarded character is located in the UI interaction interface, the UI interaction interface is determined as the fifth reward announcement area, and the fifth reward announcement method is determined as a reward announcement when any player character triggers the display of the UI interaction interface.

[0046] Optionally, the announcement module is specifically used to:

[0047] In the case where the reward announcement method includes the first reward announcement method, determining a first reward announcement duration based on the first reward announcement area and the reward data, and making a reward announcement to any player character that enters the first reward announcement area within the first reward announcement duration;

[0048] When the reward announcement method includes the second reward announcement method, a reward announcement is made to each player character in the second reward announcement area in real time;

[0049] In the case where the reward announcement method is the third reward announcement method, determining a second reward announcement duration based on the third reward announcement area and the reward data, and within the second reward announcement duration, making a reward announcement to any player character that interacts with the rewarded character in the third reward announcement area;

[0050] In the case where the reward announcement method includes the fourth reward announcement method, a reward announcement is made to each player character in the fourth reward announcement area in real time;

[0051] When the reward announcement method is the fifth reward announcement method, a reward announcement is made to any player character that triggers the display of the UI interaction interface within the third reward announcement duration.

[0052] Optionally, the reward data includes a reward resource type and a reward resource quantity; the change value determination module is specifically used to:

[0053] Based on the attribute change rules of the rewarded character, determine the target change attribute corresponding to the reward resource type, as well as the permanent change value or time change value of the target change attribute that matches the reward resource quantity, wherein the changeable attributes include combat power attributes, defense power attributes, resource drop attributes, appearance attributes, and at least one of the intimacy attributes with the rewarding character, and the rewarding character is a player character in the game.

[0054] Optionally, the device further comprises: an interaction module, configured to:

[0055] When the total reward data of the rewarding role to the rewarded role or the reward data meets a first preset condition, a preset reward is allocated to the rewarding role and / or a first associated role of the rewarding role; and / or,

[0056] When the total reward data or the reward data meets a second preset condition, a preset penalty is imposed on a second associated role of the rewarding role; and / or,

[0057] When the total reward data meets or satisfies the third preset condition of the reward data, after any player character enters the interactive range of the rewarded character, a preset interaction between the rewarded character and the any player character is triggered, wherein the preset interaction includes the attack interaction of the rewarded character on other player characters except the rewarding character and / or the positive interaction of the rewarded character on the rewarding character.

[0058] Optionally, the reward module is specifically used to:

[0059] Based on an interactive operation on any non-player character in a preset state in the game, when it is determined that the selected any non-player character is a rewardable character, outputting a reward resource selection option, wherein the preset state includes an attacking state and / or a non-attacking state;

[0060] Receiving a selection operation for the reward resource selection option, and verifying whether the existing resources of the rewarding character include the selected reward resources;

[0061] If included, the reward data of the rewarded character is determined based on the selected reward resources; otherwise, a prompt message is output to prompt the rewarding character to obtain the missing reward resources.

[0062] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the program is executed by a processor, the above-mentioned reward interaction method within the game is implemented.

[0063] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned in-game reward interaction method when executing the program.

[0064] By means of the above technical solution, the present application provides a method and device for reward interaction in a game, a storage medium, and a computer device, which, based on the received reward data, determines the target change attribute and the change value of each target change attribute in the changeable attribute corresponding to the rewarded character, thereby changing the target change attribute of the rewarded character according to the change value. Compared with the single dialogue interaction method in the prior art, the embodiment of the present application expands the interaction mode between the player character and the non-player character in the game, improves the resource utilization rate of the non-player character, and in addition, helps to improve the player's game experience, helps to retain and attract new game players, and improves the utilization rate of the game server.

[0065] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0066] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0067] Figure 1 A schematic diagram showing a flow chart of a reward interaction method within a game provided by an embodiment of the present application;

[0068] Figure 2 A schematic diagram showing a flow chart of another in-game reward interaction method provided in an embodiment of the present application;

[0069] Figure 3 A schematic diagram of the structure of an in-game reward interaction device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0070] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that the embodiments and features in the embodiments of the present application can be combined with each other without conflict.

[0071] In this embodiment, a reward interaction method in a game is provided, such as Figure 1 As shown, the method includes:

[0072] Step 101, receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game;

[0073] Step 102, based on the reward data, determining a target change attribute in the changeable attribute and a change value of the target change attribute;

[0074] Step 103: Change the target change attribute of the rewarded character according to the change value.

[0075] In the embodiment of the present application, an interactive mode for a player character to reward a non-player character is proposed. When a player experiences a game, he can reward a non-player character through the controlled player character. Specifically, he can reward the non-player character with game props, game coins and other game resources as feedback for the player character's rewarding behavior. After rewarding the non-player character, some attribute values ​​of the non-player character can be changed. Specifically, one or more changeable attributes can be pre-configured for the non-player character that can be rewarded in the game. After receiving the reward data for the rewarded character, one or more target change attributes and the change value of each target change attribute in the changeable attribute can be determined according to the reward data, and then the corresponding attribute of the rewarded character is changed. The reward data may include the type and quantity of game props confirmed by the player for reward. For example, if the player chooses to reward a game prop A in the game client, the game server can verify the target change attribute corresponding to the game prop A and calculate the change value size corresponding to the prop, or the game server can also verify the virtual value corresponding to the game prop A, and determine the target change attribute and change value according to the size of the virtual value. In addition, the reward data may also only include the number of rewarded game resources. For example, the type of rewarded resources corresponding to the rewarded character is fixed, that is, the reward behavior can only reward a certain specific game resource by default. The player only needs to select the reward amount in the game client, and then the game server can calculate the corresponding target change attribute and change value according to the reward amount. This embodiment does not limit the specific content of the reward data and the method of determining the target change attribute and change value. The embodiment of the present application expands the interaction method between player characters and non-player characters, improves the utilization rate of non-player characters, and at the same time provides a way to consume the excess game virtual resources accumulated by players in the game, such as game props, game coins, etc., which to a certain extent solves the problem of low activity of game servers caused by long-term idleness of game virtual resources, and helps to improve the player's gaming experience, help retain and attract new players, and improve the utilization rate of game servers.

[0076] By applying the technical solution of this embodiment, based on the received reward data, the target change attribute and the change value of each target change attribute in the changeable attribute corresponding to the rewarded character are determined, so that the target change attribute of the rewarded character is changed according to the change value. Compared with the single dialogue interaction method in the prior art, the embodiment of the present application expands the interaction mode between the player character and the non-player character in the game, improves the resource utilization rate of the non-player character, and also helps to improve the game experience of the player, helps to retain and attract new game players, and improves the utilization rate of the game server.

[0077] Further, as a refinement and expansion of the specific implementation of the above embodiment, in order to fully illustrate the specific implementation process of this embodiment, another in-game reward interaction method is provided, such as Figure 2 As shown, the method includes:

[0078] Step 201, based on the interactive operation on any non-player character in a preset state in the game, when it is determined that any selected non-player character is a rewardable character, output a reward resource selection option, wherein the preset state includes an attack state and / or a non-attack state.

[0079] In this embodiment, in the game, players can interact with any non-player character in a preset state, wherein the preset state can be any state of the non-player character, for example, a monster character in a combat state can be interacted with. In addition, among the non-player characters in the game, a part of rewardable characters that can be rewarded can be set, or all non-player characters can be set as rewardable characters. If all non-player characters are rewardable characters, the reward resource selection option is directly output on the game client. In the case of setting a part of non-player characters as rewardable characters, based on the interactive operation of the player character on any non-player character, it can be verified through the game client or the game server whether any non-player character belongs to a rewardable character. In the case of confirming that it belongs to a rewardable character, the game client outputs a reward resource selection option for the player to select.

[0080] Step 202, receiving a selection operation for the reward resource selection option, and verifying whether the existing resources of the rewarding character include the selected reward resources.

[0081] Step 203: if included, the reward data of the rewarded character is determined according to the selected reward resources; otherwise, a prompt message is output to prompt the rewarding character to obtain the missing reward resources.

[0082] In this embodiment, based on the player's selection operation of the reward resource selection option, the type of reward resource selected by the player character and the quantity of each reward resource can be determined, and it can be verified whether there are sufficient resources in the backpack or account of the reward character controlled by the player for rewarding, that is, whether the existing resources of the reward character include the reward resources selected by the player. If they are included, the reward data is determined, and if they are not included, the missing reward resources are calculated based on the existing resources and the reward resources, and the player is prompted for the missing reward resources. In addition, the reward resources can be further recommended based on the player's existing resources, or the player can be prompted to purchase the missing reward resources.

[0083] Step 204, based on the attribute change rules of the rewarded character, determine the target change attribute corresponding to the reward resource type, and the permanent change value or time change value of the target change attribute that matches the reward resource quantity, wherein the changeable attributes include combat power attributes, defense power attributes, resource drop attributes, appearance attributes, and at least one of the intimacy attributes with the rewarding character, and the rewarding character is a player character in the game.

[0084] Step 205: Change the target change attribute of the rewarded character according to the change value.

[0085] In the above embodiment, for a rewarded character with combat capability, the changeable attributes may specifically include combat capability attributes, defense capability attributes, resource drop attributes, appearance attributes, etc. For example, a player can reduce the combat capability and defense capability of the rewarded character by rewarding, increase the probability of rare resource drop of the rewarded character, change the appearance, etc. For a rewarded character without combat capability, the changeable attributes may specifically include resource drop attributes, appearance attributes, intimacy attributes with the rewarding character, etc. For example, a player can increase the probability of the rewarded character giving additional resources, increase the intimacy with the character, change the appearance, etc. by rewarding. In addition, the change of the target change attribute may be a permanent change or a temporary change, for example, the intimacy may be permanently increased; the appearance may be permanently changed until the next reward operation is performed to change other appearances; the appearance of the rewarded character may be changed for a period of time, and restored to the original appearance after the time has passed; the probability of resource drop may be increased for a period of time, and the combat capability and defense capability attributes may be changed for a period of time, etc.

[0086] Step 206, obtaining the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character;

[0087] Step 207, making a reward announcement in the reward announcement area according to the reward announcement method and the reward data, wherein the reward announcement method at least includes announcing through the rewarded character and / or an interface display announcement, and the interface display announcement method may be accompanied by display effects matching the reward data.

[0088] In the above embodiment, an announcement can also be made for the player's reward behavior in the game. The visible area of ​​the announcement, i.e. the reward announcement area, and the reward announcement method can be specifically determined by the type of the rewarded character itself and the type of the scene in which the rewarded character is located. Furthermore, with the authorization of the rewarding character, the player's reward behavior can be announced in the corresponding reward announcement area in accordance with the reward announcement method. The announcement method is not limited to interface display announcements, rewarded character broadcast announcements, etc., wherein the interface display announcement method can be accompanied by display effects that match the reward data. For example, if the player rewards high-value virtual resources or specific types of virtual resources, more gorgeous and prominent special effects can be attached. For example, the announcement can be made through the voice and actions of the rewarded character. For example, a specific type of reward resource can trigger the rewarded character to dance and say "Thank you XX for the gift" at the same time.

[0089] In the embodiment of the present application, optionally, step 206 and step 207 may include at least the following methods:

[0090] Method 1:

[0091] Step 206-1, if the first target game scene where the rewarded character is located is an exclusive game scene, the first target game scene is determined as a first reward announcement area, and a first reward announcement method is determined as a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that is restricted for each player character to enter alone;

[0092] Step 207-1, when the reward announcement method includes the first reward announcement method, determine the first reward announcement duration based on the first reward announcement area and the reward data, and within the first reward announcement duration, make a reward announcement for any player character entering the first reward announcement area.

[0093] In this embodiment, the exclusive game scene can specifically be a game scene that restricts the player character from entering alone, such as a single-player game copy. The player character enters a game copy alone, and other players cannot see the player's screen in the exclusive game scene. When the scene where the rewarded character is located belongs to the exclusive game scene, the first target game scene where the rewarded character is located can be used as the first reward announcement area. After the rewarding character rewards the non-player character in the first target game scene, when other player characters or all player characters including the rewarding character enter the same game scene, that is, when entering the first target game scene, a reward announcement can be made, thereby simulating the effect of a "live broadcast room" with the first target game scene as the rewarded character, and making reward announcements to other players entering the "live broadcast room" within a period of time. In addition, the reward announcement duration or the number of reward announcements can also be constrained. Specifically, the first reward announcement duration or the first reward announcement number can be determined based on the reward data. After the duration or number is exceeded, the announcement is stopped.

[0094] Method 2:

[0095] Step 206-2, if the second target game scene where the rewarded character is located is a shared game scene, the second target game scene is determined as a second reward announcement area, and the second reward announcement method is determined to be a real-time reward announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene that allows multiple player characters to enter together;

[0096] Step 207-2, when the reward announcement method includes the second reward announcement method, a reward announcement is made to each player character in the second reward announcement area in real time.

[0097] In this embodiment, the shared game scene can specifically be a game scene that allows multiple player characters to enter together, such as a multiplayer game copy, a multiplayer battlefield, etc. Multiple players who enter the shared game scene at the same time can share the same game progress. When the scene where the rewarded character is located belongs to the shared game scene, the second target game scene where the rewarded character is located can be used as the second reward announcement area. After the rewarding character rewards the non-player character in the shared game scene, a real-time announcement can be made to all player characters in the scene. Specifically, the announcement duration and number of announcements can also be determined based on the reward data, such as multiple announcements of specific reward resources. Simulate the effect of a "live broadcast room" with the second target game scene as the rewarded character and making real-time reward announcements to other players in the "live broadcast room".

[0098] Method 3:

[0099] Step 206-3, if the third target game scene where the rewarded character is located is a public game scene, and the rewarded character is an exclusive character, the third target game scene is determined as a third reward announcement area, and the third reward announcement method is determined as a reward announcement after any player character interacts with the rewarded character, wherein the exclusive character includes a character that is visible to different player characters alone;

[0100] Step 207-3, when the reward announcement method is the third reward announcement method, determine the second reward announcement duration based on the third reward announcement area and the reward data, and within the second reward announcement duration, make a reward announcement to any player character that interacts with the rewarded character in the third reward announcement area.

[0101] In this embodiment, the public game scene can be specifically a game world that allows all server player characters to coexist, and the exclusive character can be specifically a non-player character in the public game scene that has exclusive progress for different players. For example, a certain NPC in the public game scene, the initial state of the NPC is standing, after player A talks with the NPC, the state of the NPC seen by player A changes to sitting in place, while the state of the NPC seen by player B is still standing. For another example, a certain NPC in the public game scene becomes visible after player A performs certain operations, but player B still cannot see the NPC. When the rewarded character is in the public game scene, and the rewarded character is an exclusive character, the reward announcement can be made with reference to the announcement method of method 1. Specifically, the third target game scene where the rewarded character is located can be used as the third reward announcement area, and a reward announcement can be made after any player character interacts with the rewarded character within the second reward announcement duration. For example, after player A rewards the NPC, the reward announcement is made when player B talks with the NPC to trigger the NPC to sit in place. For another example, the reward announcement is made after player B performs certain operations to make the NPC visible. The third target game scene is the "live broadcast room" of the rewarded character, and the interaction between other players and the rewarded character is regarded as the behavior of other players "entering the live broadcast room", simulating the effect of rewarding other players who interact with the rewarded character within a period of time.

[0102] Method 4:

[0103] Step 206-4, if the fourth target game scene where the rewarded character is located is a public game scene, and the rewarded character is a public character, the fourth target game scene is used as a fourth reward announcement area, and the fourth reward announcement method is determined to be a real-time reward announcement to each player character in the target game scene, wherein the public character includes a character visible to any player character;

[0104] Step 207-4, when the reward announcement method includes the fourth reward announcement method, a reward announcement is made to each player character in the fourth reward announcement area in real time.

[0105] In this embodiment, the public character can specifically be a non-player character whose progress is shared by any player character. For example, after player A interacts with the NPC or performs certain operations to trigger the visibility of the NPC, the progress and visibility of the NPC seen by player B and player A are the same. When the rewarded character is in a public game scene, and the rewarded character is a public character, the reward announcement can be made with reference to the announcement method of method 2. Specifically, the fourth target game scene where the rewarded character is located can be used as the fourth reward announcement area. After the rewarding character rewards, a real-time announcement can be made to all player characters in the scene. Specifically, the announcement duration and number of announcements can also be determined based on the reward data, such as multiple announcements of specific reward resources. Simulate the "live broadcast room" with the fourth target game scene as the rewarded character, and make real-time reward announcements to other players in the "live broadcast room".

[0106] Method 5:

[0107] Step 206-5, if the rewarded character is located in the UI interaction interface, the UI interaction interface is determined as the fifth reward announcement area, and the fifth reward announcement method is determined as a reward announcement when any player character triggers the display of the UI interaction interface.

[0108] Step 207-5, when the reward announcement method is the fifth reward announcement method, within the third reward announcement duration, a reward announcement is made to any player character that triggers the display of the UI interaction interface.

[0109] In this embodiment, the UI interaction interface may specifically include a game mall interface, a game notice interface, and other UI interfaces that can display non-player characters. When the rewarded character is a non-player character in the UI interaction interface, the UI interaction interface where the rewarded character is located can be used as the fifth reward announcement area, and within the third reward announcement duration, a reward announcement can be made when any player triggers the display of the UI interaction interface. For example, after player A rewards the NPC in the mall interface, a reward announcement is made when player B enters the mall interface. Of course, after player A rewards the NPC in the mall interface, a real-time reward announcement can also be made to all server players. Simulate the effect of a "live broadcast room" with the UI interaction interface as the rewarded character, and make reward announcements to other players who enter the "live broadcast room" (i.e., trigger the display of the interface) within a period of time.

[0110] In addition, in the embodiment of the present application, optionally, it may also include:

[0111] When the total reward data of the rewarding role to the rewarded role or the reward data meets a first preset condition, a preset reward is allocated to the rewarding role and / or a first associated role of the rewarding role; and / or,

[0112] When the total reward data or the reward data meets a second preset condition, a preset penalty is imposed on a second associated role of the rewarding role; and / or,

[0113] When the total reward data meets or satisfies the third preset condition of the reward data, after any player character enters the interactive range of the rewarded character, a preset interaction between the rewarded character and the any player character is triggered, wherein the preset interaction includes the attack interaction of the rewarded character on other player characters except the rewarding character and / or the positive interaction of the rewarded character on the rewarding character.

[0114] In the above embodiment, when the single reward data (i.e., reward data) or total reward data of the rewarding character to the rewarded character meets certain conditions, additional effects can also be triggered. In a specific application scenario, if the total reward data or the single reward data meets the first preset condition, additional preset rewards can be allocated to the rewarding character, the player character in the sect, family, or community where the rewarding character is located, that is, the first associated character of the rewarding character, such as gifts, in-game announcements, etc. The first preset condition can be that the reward data includes a certain number of specific game resources or the value of the reward resources exceeds the preset value. If the total reward data or the single reward data meets the second preset condition, a preset punishment can be imposed on the second associated character of the rewarding character, such as adding a weakened state to the player character in the opposing sect, opposing family, or opposing community of the rewarding character to reduce combat effectiveness, defense, etc. If the total reward data or the single reward data meets the third preset condition, it can trigger additional active interactions between the rewarded character and the in-game player character. For example, after entering the interactive range of the rewarded character, the rewarded character can attack other player characters. The rewarded character can also trigger friendly positive interactions with the rewarding character in the form of greeting, dancing, setting off fireworks, etc. In addition, the second preset condition and the third preset condition can be set in a similar manner to the first preset condition, which is not limited here.

[0115] In addition, it should be noted that after the rewarding role rewards the rewarded role, that is, after receiving the reward data for the rewarding role, steps 206 and 207 can be directly executed to make a reward announcement without changing the attributes of the rewarding role, so as to constitute another reward interaction method.

[0116] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a reward interaction device in the game, such as Figure 3As shown, the device comprises:

[0117] A reward module, used for receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game;

[0118] A change value determination module, used for determining a target change attribute in the changeable attribute and a change value of the target change attribute based on the reward data;

[0119] The attribute change module is used to change the target change attribute of the rewarded character according to the change value.

[0120] Optionally, the device further comprises:

[0121] An announcement information acquisition module is used to, after receiving the reward data for the rewarded character, obtain the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character;

[0122] An announcement module is used to make a reward announcement in the reward announcement area according to the reward announcement method and the reward data, wherein the reward announcement method includes at least an announcement through the rewarded character and / or an interface display announcement, and the interface display announcement method may be accompanied by display effects matching the reward data.

[0123] Optionally, the announcement information acquisition module is specifically used to:

[0124] If the first target game scene where the rewarded character is located is an exclusive game scene, the first target game scene is determined as the first reward announcement area, and the first reward announcement method is determined to be a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that restricts each player character from entering alone;

[0125] If the second target game scene where the rewarded character is located is a shared game scene, the second target game scene is determined as a second reward announcement area, and the second reward announcement method is determined to be a real-time reward announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene that allows multiple player characters to enter together;

[0126] If the third target game scene where the rewarded character is located is a public game scene, and the rewarded character is an exclusive character, the third target game scene is determined as a third reward announcement area, and the third reward announcement method is determined as a reward announcement after any player character interacts with the rewarded character, wherein the exclusive character includes a character that is visible to different player characters alone;

[0127] If the fourth target game scene where the rewarded character is located is a public game scene, and the rewarded character is a public character, the fourth target game scene is used as a fourth reward announcement area, and the fourth reward announcement method is determined to be a real-time reward announcement to each player character in the target game scene, wherein the public character includes a character visible to any player character;

[0128] If the rewarded character is located in the UI interaction interface, the UI interaction interface is determined as the fifth reward announcement area, and the fifth reward announcement method is determined as a reward announcement when any player character triggers the display of the UI interaction interface.

[0129] Optionally, the announcement module is specifically used to:

[0130] In the case where the reward announcement method includes the first reward announcement method, determining a first reward announcement duration based on the first reward announcement area and the reward data, and making a reward announcement to any player character that enters the first reward announcement area within the first reward announcement duration;

[0131] When the reward announcement method includes the second reward announcement method, a reward announcement is made to each player character in the second reward announcement area in real time;

[0132] In the case where the reward announcement method is the third reward announcement method, determining a second reward announcement duration based on the third reward announcement area and the reward data, and within the second reward announcement duration, making a reward announcement to any player character that interacts with the rewarded character in the third reward announcement area;

[0133] In the case where the reward announcement method includes the fourth reward announcement method, a reward announcement is made to each player character in the fourth reward announcement area in real time;

[0134] When the reward announcement method is the fifth reward announcement method, a reward announcement is made to any player character that triggers the display of the UI interaction interface within the third reward announcement duration.

[0135] Optionally, the reward data includes a reward resource type and a reward resource quantity; the change value determination module is specifically used to:

[0136] Based on the attribute change rules of the rewarded character, determine the target change attribute corresponding to the reward resource type, as well as the permanent change value or time change value of the target change attribute that matches the reward resource quantity, wherein the changeable attributes include combat power attributes, defense power attributes, resource drop attributes, appearance attributes, and at least one of the intimacy attributes with the rewarding character, and the rewarding character is a player character in the game.

[0137] Optionally, the device further comprises: an interaction module, configured to:

[0138] When the total reward data of the rewarding role to the rewarded role or the reward data meets a first preset condition, a preset reward is allocated to the rewarding role and / or a first associated role of the rewarding role; and / or,

[0139] When the total reward data or the reward data meets a second preset condition, a preset penalty is imposed on a second associated role of the rewarding role; and / or,

[0140] When the total reward data meets or satisfies the third preset condition of the reward data, after any player character enters the interactive range of the rewarded character, a preset interaction between the rewarded character and the any player character is triggered, wherein the preset interaction includes the attack interaction of the rewarded character on other player characters except the rewarding character and / or the positive interaction of the rewarded character on the rewarding character.

[0141] Optionally, the reward module is specifically used to:

[0142] Based on an interactive operation on any non-player character in a preset state in the game, when it is determined that the selected any non-player character is a rewardable character, outputting a reward resource selection option, wherein the preset state includes an attacking state and / or a non-attacking state;

[0143] Receiving a selection operation for the reward resource selection option, and verifying whether the existing resources of the rewarding character include the selected reward resources;

[0144] If included, the reward data of the rewarded character is determined based on the selected reward resources; otherwise, a prompt message is output to prompt the rewarding character to obtain the missing reward resources.

[0145] It should be noted that for other corresponding descriptions of the functional units involved in the in-game reward interaction device provided in the embodiment of the present application, reference can be made to Figure 1 to Figure 2 The corresponding description in the method will not be repeated here.

[0146] Based on the above Figure 1 to Figure 2 The method shown in the embodiment of the present application is accordingly provided with a storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above-mentioned Figure 1 to Figure 2 The reward interaction method within the game is shown.

[0147] Based on this understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.), and includes a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each implementation scenario of the present application.

[0148] Based on the above Figure 1 to Figure 2 The method shown, and Figure 3 In order to achieve the above-mentioned purpose, the embodiment of the present application further provides a computer device, which can be a personal computer, a server, a network device, etc. The computer device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to achieve the above-mentioned Figure 1 to Figure 2 The reward interaction method within the game is shown.

[0149] Optionally, the computer device may further include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface may include a display, an input unit such as a keyboard, etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a Bluetooth interface, a WI-FI interface), etc.

[0150] Those skilled in the art will appreciate that the computer device structure provided in this embodiment does not limit the computer device, and may include more or fewer components, or a combination of certain components, or different component arrangements.

[0151] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages and saves the hardware and software resources of the computer device, and supports the operation of information processing programs and other software and / or programs. The network communication module is used to realize communication between the components inside the storage medium, and communication with other hardware and software in the physical device.

[0152] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present application can be implemented by means of software plus a necessary general hardware platform, or can be implemented by hardware based on receiving reward data, determining the target change attribute in the changeable attribute corresponding to the rewarded character and the change value of each target change attribute, thereby changing the target change attribute of the rewarded character according to the change value. Compared with the single dialogue interaction method in the prior art, the embodiment of the present application expands the interaction mode between the player character and the non-player character in the game, improves the resource utilization rate of the non-player character, and in addition, helps to improve the player's game experience, helps to retain and attract new game players, and improves the utilization rate of the game server.

[0153] Those skilled in the art will appreciate that the accompanying drawings are only schematic diagrams of a preferred implementation scenario, and the modules or processes in the accompanying drawings are not necessarily necessary for implementing the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario can be distributed in the devices of the implementation scenario according to the description of the implementation scenario, or can be changed accordingly and located in one or more devices different from the present implementation scenario. The modules of the above-mentioned implementation scenario can be combined into one module, or can be further split into multiple submodules.

[0154] The above serial numbers of this application are only for description and do not represent the advantages and disadvantages of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of this application, but this application is not limited to them, and any changes that can be thought of by technicians in this field should fall within the scope of protection of this application.

Claims

1. A reward interaction method in a game, characterized in that: include: Receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game; Based on the reward data, determining a target change attribute among the changeable attributes and a change value of the target change attribute; According to the change value, the target change attribute of the rewarded character is changed; According to the scene where the rewarded character is located and / or the type of the rewarded character, the reward announcement area and reward announcement method of the rewarded character are obtained, including: if the first target game scene where the rewarded character is located belongs to an exclusive game scene, the first target game scene is determined as the first reward announcement area, and the first reward announcement method is determined to be a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that restricts each player character from entering alone; According to the reward announcement method and the reward data, a reward announcement is made in the reward announcement area.

2. The method according to claim 1, characterized in that The reward announcement method at least includes an announcement through the rewarded character and / or an announcement displayed on an interface. The interface display announcement method may be accompanied by display effects that match the reward data.

3. The method according to claim 2, characterized in that The step of obtaining the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character further includes: If the second target game scene where the rewarded character is located is a shared game scene, the second target game scene is determined as a second reward announcement area, and the second reward announcement method is determined to be a real-time reward announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene that allows multiple player characters to enter together; If the third target game scene where the rewarded character is located is a public game scene, and the rewarded character is an exclusive character, the third target game scene is determined as a third reward announcement area, and the third reward announcement method is determined as a reward announcement after any player character interacts with the rewarded character, wherein the exclusive character includes a character that is visible to different player characters alone; If the fourth target game scene where the rewarded character is located is a public game scene, and the rewarded character is a public character, the fourth target game scene is used as a fourth reward announcement area, and the fourth reward announcement method is determined to be a real-time reward announcement to each player character in the target game scene, wherein the public character includes a character visible to any player character; If the rewarded character is located in the UI interaction interface, the UI interaction interface is determined as the fifth reward announcement area, and the fifth reward announcement method is determined as a reward announcement when any player character triggers the display of the UI interaction interface.

4. The method according to claim 3, characterized in that The reward announcement is made in the reward announcement area based on the reward announcement method and the reward data, specifically including: In the case where the reward announcement method includes the first reward announcement method, determining a first reward announcement duration based on the first reward announcement area and the reward data, and making a reward announcement to any player character that enters the first reward announcement area within the first reward announcement duration; When the reward announcement method includes the second reward announcement method, a reward announcement is made to each player character in the second reward announcement area in real time; In the case where the reward announcement method is the third reward announcement method, determining a second reward announcement duration based on the third reward announcement area and the reward data, and within the second reward announcement duration, making a reward announcement to any player character that interacts with the rewarded character in the third reward announcement area; In the case where the reward announcement method includes the fourth reward announcement method, a reward announcement is made to each player character in the fourth reward announcement area in real time; When the reward announcement method is the fifth reward announcement method, a reward announcement is made to any player character that triggers the display of the UI interaction interface within the third reward announcement duration.

5. The method according to any one of claims 1 to 4, characterized in that The reward data includes the type of reward resource and the amount of reward resource; the determining, based on the reward data, the target change attribute in the changeable attribute and the change value of the target change attribute specifically includes: Based on the attribute change rules of the rewarded character, determine the target change attribute corresponding to the reward resource type, as well as the permanent change value or time change value of the target change attribute that matches the reward resource quantity, wherein the changeable attributes include combat power attributes, defense power attributes, resource drop attributes, appearance attributes, and at least one of the intimacy attributes with the rewarding character, and the rewarding character is a player character in the game.

6. The method according to claim 5, characterized in that After receiving the reward data for the rewarded character, the method further includes: When the total reward data of the rewarding role to the rewarded role or the reward data meets a first preset condition, a preset reward is allocated to the rewarding role and / or a first associated role of the rewarding role; and / or, When the total reward data or the reward data meets a second preset condition, a preset penalty is imposed on a second associated role of the rewarding role; and / or, When the total reward data meets or satisfies the third preset condition of the reward data, after any player character enters the interactive range of the rewarded character, a preset interaction between the rewarded character and the any player character is triggered, wherein the preset interaction includes the attack interaction of the rewarded character on other player characters except the rewarding character and / or the positive interaction of the rewarded character on the rewarding character.

7. The method according to any one of claims 1 to 4, characterized in that The receiving of reward data for the rewarded character specifically includes: Based on an interactive operation on any non-player character in a preset state in the game, when it is determined that the selected any non-player character is a rewardable character, outputting a reward resource selection option, wherein the preset state includes an attacking state and / or a non-attacking state; Receiving a selection operation for the reward resource selection option, and verifying whether the existing resources of the rewarding character include the selected reward resources; If included, the reward data of the rewarded character is determined based on the selected reward resources; otherwise, a prompt message is output to prompt the rewarding character to obtain the missing reward resources.

8. A reward interaction device in a game, characterized in that: include: A reward module, used for receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character includes a non-player character in the game; A change value determination module, used for determining a target change attribute in the changeable attribute and a change value of the target change attribute based on the reward data; An attribute change module, used for changing the target change attribute of the rewarded character according to the change value; An announcement information acquisition module is used for, after receiving the reward data for the rewarded character, obtaining the reward announcement area and reward announcement method of the rewarded character according to the scene where the rewarded character is located and / or the type of the rewarded character; wherein, if the first target game scene where the rewarded character is located belongs to an exclusive game scene, the first target game scene is determined as the first reward announcement area, and the first reward announcement method is determined as a reward announcement when any player character enters the first target game scene, wherein the exclusive game scene includes a game scene that restricts each player character from entering alone; The announcement module is used to make a reward announcement in the reward announcement area according to the reward announcement method and the reward data.

9. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. A computer device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, characterized in that: When the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.

Citation Information

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