Virtual object growth simulation method, device, electronic device and storage medium
By setting a training schedule for virtual objects, updating personality and quality parameters, and displaying diverse training outcomes, the problem of a single training process for virtual objects is solved, the novelty and fun of the game are enhanced, and resource waste is reduced.
Patent Information
- Application Number
- CN202111450349.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-30
- Publication Date
- 2025-09-09
- Estimated Expiration
- 2041-11-30
AI Technical Summary
The process of cultivating the multi-dimensional attributes of virtual objects is single, resulting in a lack of novelty and fun in the game, low user stickiness, and serious waste of resources.
By obtaining and executing the object training schedule set by the player for the target virtual object, updating its personality parameters and quality parameters, displaying the values and types of personality and quality, using pressure value and weight distribution to determine the result sequence, regulating the values of personality and quality items, and providing diverse training outcomes.
It enhances the strategy and authenticity of the virtual object growth process, improves the novelty and fun of the game, reduces resource waste, and improves user stickiness.
Smart Images

Figure CN114100136B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technology, and in particular to a method, device, electronic device, and storage medium for simulating the growth of a virtual object. Background Art
[0002] With the rapid development of Internet technology, entertainment methods based on virtual objects are becoming more and more popular among people, such as cultivation games, in which players interact with virtual objects in the game by completing tasks, arranging schedules, etc., so that the game can simulate the growth process of the virtual objects and achieve the cultivation of the virtual objects.
[0003] In related technologies, players obtain virtual objects such as babies, pets, and followers through game behaviors. Virtual objects correspond to multi-dimensional attributes in the game, such as knowledge, wisdom, charm, luck, physique, courage, etc. Players change the attributes of virtual objects based on game behaviors, allowing virtual objects to grow in the game.
[0004] In the process of implementing this application, the applicant discovered that the related technology has at least the following problems:
[0005] The multi-dimensional attributes of virtual objects are usually displayed using graphics such as hexagons and octagons, and the attribute values of the virtual objects at various attributes are displayed in the graphics, so that players can cultivate the virtual objects according to the instructions of the graphics. This can easily lead to the virtual characters of multiple players being basically the same in status, the training process being monotonous, the game lacking novelty and fun, low user stickiness, and a waste of game resources. Summary of the Invention
[0006] In view of this, the present application provides a virtual object growth simulation method, device, electronic device and storage medium, the main purpose of which is to solve the current problems of a single training process, lack of novelty and fun in the game, low user stickiness, and waste of game resources.
[0007] According to a first aspect of the present application, a method for simulating the growth of a virtual object is provided, the method comprising:
[0008] Obtain and execute the object training schedule set by the player for the target virtual object, and obtain the execution result;
[0009] Based on the execution result, updating and displaying the personality parameters and quality parameters of the target virtual object, wherein the personality parameters include a plurality of preset personality items, and the quality parameters include a plurality of preset quality items;
[0010] When the growth time of the target virtual object reaches a time threshold, reading multiple personality values of the multiple preset personality items and multiple quality values of the multiple preset quality items;
[0011] Determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and display the evaluation texts, the quality types and the target virtual object.
[0012] Optionally, the acquiring and executing the object training schedule set by the player for the target virtual object to obtain the execution result includes:
[0013] Acquire an object training schedule set by the player for the virtual object, and read at least one to-be-executed event included in the object training schedule;
[0014] executing the at least one pending event, determining an event type of each pending event in the at least one pending event, obtaining at least one stress value and at least one personality adjustment value corresponding to the at least one event type, and calculating a stress sum value of the at least one stress value;
[0015] When the at least one pending event is completed, determining a pressure interval within which the pressure sum value lies, and determining a target result number for the sum value in the at least one result number based on a weight distribution corresponding to the pressure interval and at least one result number, wherein the weight distribution indicates a probability of each result number being hit in the at least one result number;
[0016] The target result sequence number and the at least one personality adjustment value are used as the execution result.
[0017] Optionally, when the at least one pending event is completed, determining the pressure interval in which the pressure sum value lies, and before determining a target result sequence number for the sum value in the at least one result sequence number based on the weight distribution corresponding to the pressure interval and at least one result sequence number, the method further includes:
[0018] When detecting that the player requests to redeem a first game resource, querying a first adjustable value corresponding to the first game resource, and reducing the first adjustable value based on the pressure and value;
[0019] Determine the game account of the player, and delete the first game resource in the player account.
[0020] Optionally, updating and displaying the personality parameters and quality parameters of the target virtual object based on the execution result includes:
[0021] Obtaining at least one personality adjustment value from the execution result, determining at least one target personality item that matches the at least one personality adjustment value from the plurality of preset personality items, and adjusting and updating the value of the at least one target personality item according to the at least one personality adjustment value;
[0022] Simultaneously or separately obtaining a result serial number from the execution result, querying the literacy control strategy corresponding to the result serial number, determining a target literacy item indicated by the literacy control strategy from the plurality of preset literacy items, and regulating and updating the value of the target literacy item according to the literacy control strategy;
[0023] The updated multiple preset personality items and the updated multiple preset quality items are displayed.
[0024] Optionally, when the growth duration of the target virtual object reaches a duration threshold, before reading the multiple personality values of the multiple preset personality items and the multiple quality values of the multiple preset quality items, the method further includes:
[0025] When detecting that the player requests to adjust the character parameter, determining the designated character item that the player requests to adjust, and obtaining the amount of game resources of the second game resource consumed by the player at the time of the request;
[0026] Querying a second adjustable value corresponding to the amount of game resources on the specified character item, and adding the second adjustable value to the current value of the specified character item;
[0027] Simultaneously or separately reducing the second adjustable data on other preset personality items, where the other preset personality items are any preset personality items among the multiple preset personality items except the designated personality item;
[0028] Determine the game account of the player, and determine the resource item corresponding to the second game resource in the game account;
[0029] A resource item value of the resource item is read, and the second adjustable value is reduced based on the resource item value.
[0030] Optionally, when the growth duration of the target virtual object reaches a duration threshold, after reading multiple personality values of the multiple preset personality items and multiple quality values of the multiple preset quality items, the method further includes:
[0031] Obtaining a literacy threshold, and comparing the plurality of literacy values with the literacy threshold;
[0032] If there is no literacy value lower than the literacy threshold value among the multiple literacy values, then continue to determine the evaluation texts corresponding to the multiple personality values and the literacy types corresponding to the multiple literacy values, and display the evaluation texts, the literacy types, and the target virtual object;
[0033] If there is a literacy value lower than the literacy threshold among the multiple literacy values, a default object evaluation is obtained, and the default object evaluation and the target virtual object are displayed. The default object evaluation includes one or both of a default evaluation text and a default literacy type.
[0034] Optionally, determining the evaluation texts corresponding to the multiple personality values includes:
[0035] Determining a maximum personality value among the multiple personality values, and querying a preset personality item corresponding to the maximum personality value as the object personality;
[0036] Acquire multiple personality value intervals associated with the personality of the object, determine a personality value interval in which the maximum personality value is hit among the multiple personality value intervals as a first value interval, and extract a first character string associated with the first value interval;
[0037] Determining a minimum character value among the multiple character values, and calculating a difference between the maximum character value and the minimum character value;
[0038] Acquire multiple difference value intervals associated with the character of the object, determine a difference value interval in which the difference hits as a second value interval among the multiple difference value intervals, and extract a second character string associated with the second value interval;
[0039] The first character string and the second character string are combined to obtain the evaluation text.
[0040] Optionally, the method further includes:
[0041] At every preset time period, reading the value of each of the plurality of preset personality items to obtain a plurality of real-time values;
[0042] Arranging the plurality of preset personality items and the plurality of real-time values according to a preset graphic template to obtain a value distribution graph of the plurality of preset personality items;
[0043] Push the value distribution map to the player.
[0044] Optionally, the method further includes:
[0045] When it is detected that the current time point reaches the feedback time point, a first game resource to be fed back corresponding to the feedback time point is determined, a feedback message carrying the first game resource to be fed back is generated, and the feedback message is transmitted to the player based on the target virtual object; or
[0046] When a trigger instruction of the player to the target virtual object is received, a second game resource to be fed back is obtained, a trigger response carrying the second game resource to be fed back is generated, and the trigger response is transmitted to the player based on the target virtual object. The second resource to be fed back is a default resource or a game resource hit by the trigger instruction.
[0047] According to a second aspect of the present application, a growth simulation device for a virtual object is provided, the device comprising:
[0048] An execution module, used to obtain and execute the object training schedule set by the player for the target virtual object, and obtain the execution result;
[0049] An updating module, configured to update and display the personality parameters and quality parameters of the target virtual object based on the execution result, wherein the personality parameters include a plurality of preset personality items and the quality parameters include a plurality of preset quality items;
[0050] a reading module, configured to read the plurality of personality values of the plurality of preset personality items and the plurality of quality values of the plurality of preset quality items when the growth duration of the target virtual object reaches a duration threshold;
[0051] The display module is used to determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and to display the evaluation texts, the quality types and the target virtual object.
[0052] Optionally, the execution module is used to obtain the object training schedule set by the player for the virtual object, read at least one to-be-executed event included in the object training schedule; execute the at least one to-be-executed event, determine the event type of each to-be-executed event in the at least one to-be-executed event, obtain at least one pressure value and at least one personality regulation value corresponding to at least one event type, and calculate the pressure sum value of the at least one pressure value; when the at least one to-be-executed event is executed, determine the pressure interval in which the pressure sum value is located, and determine the target result number for the sum value in the at least one result number according to the weight distribution corresponding to the pressure interval and at least one result number, the weight distribution is used to indicate the probability of each result number in the at least one result number being hit; and use the target result number and the at least one personality regulation value as the execution result.
[0053] Optionally, the execution module is further configured to, when detecting that the player requests to redeem the first game resource, query a first adjustable value corresponding to the first game resource, reduce the first adjustable value based on the pressure and value; determine the game account of the player, and delete the first game resource from the player account.
[0054] Optionally, the update module is used to obtain at least one personality control value in the execution result, determine at least one target personality item that matches the at least one personality control value among the multiple preset personality items, and control and update the value of the at least one target personality item according to the at least one personality control value; simultaneously or separately obtain the result serial number in the execution result, query the literacy control strategy corresponding to the result serial number, determine the target literacy item indicated by the literacy control strategy among the multiple preset literacy items, and control and update the value of the target literacy item according to the literacy control strategy; and display the updated multiple preset personality items and the updated multiple preset literacy items.
[0055] Optionally, the device further comprises:
[0056] an acquisition module, configured to, upon detecting that the player requests to adjust the character parameter, determine the designated character item that the player requests to adjust, and acquire the amount of game resources of the second game resource consumed by the player when making the request;
[0057] A query module, configured to query a second adjustable value corresponding to the amount of game resources on the specified character item, and add the second adjustable value to a current value of the specified character item;
[0058] a reduction module, configured to reduce the second adjustable data on other preset personality items simultaneously or separately, wherein the other preset personality items are any preset personality items among the plurality of preset personality items except the designated personality item;
[0059] a determination module, configured to determine a game account of the player, and determine a resource item corresponding to the second game resource in the game account;
[0060] The reduction module is further configured to read a resource item value of the resource item and reduce the second adjustable value based on the resource item value.
[0061] Optionally, the device further comprises:
[0062] A comparison module, configured to obtain a literacy threshold and compare the plurality of literacy values with the literacy threshold;
[0063] The display module is further configured to, if no literacy value below the literacy threshold exists among the multiple literacy values, continue to determine evaluation texts corresponding to the multiple personality values and literacy types corresponding to the multiple literacy values, and display the evaluation texts, the literacy types, and the target virtual object;
[0064] The display module is also used to obtain a default object evaluation if there is a literacy value lower than the literacy threshold among the multiple literacy values, and to display the default object evaluation and the target virtual object. The default object evaluation includes one or both of a default evaluation text and a default literacy type.
[0065] Optionally, the display module is used to determine the maximum character value among the multiple character values, query the preset character item corresponding to the maximum character value as the object character; obtain multiple character value intervals associated with the object character, determine the character value interval hit by the maximum character value among the multiple character value intervals as the first value interval, and extract the first character string associated with the first value interval; determine the minimum character value among the multiple character values, calculate the difference between the maximum character value and the minimum character value; obtain multiple difference value intervals associated with the object character, determine the difference value interval hit by the difference among the multiple difference value intervals as the second value interval, and extract the second character string associated with the second value interval; combine the first character string and the second character string to obtain the evaluation text.
[0066] Optionally, the device further comprises:
[0067] The reading module is further configured to read the value of each of the plurality of preset personality items at predetermined time intervals to obtain a plurality of real-time values;
[0068] a sorting module, configured to sort the plurality of preset personality items and the plurality of real-time values according to a preset graphic template to obtain a value distribution graph of the plurality of preset personality items;
[0069] A push module is used to push the value distribution map to the player.
[0070] Optionally, the display module is further used to, when it is detected that the current time point reaches the feedback time point, determine the first game resource to be fed back corresponding to the feedback time point, generate a feedback message carrying the first game resource to be fed back, and transmit the feedback message to the player based on the target virtual object; or, when receiving a trigger instruction from the player for the target virtual object, obtain a second game resource to be fed back, generate a trigger response carrying the second game resource to be fed back, and transmit the trigger response to the player based on the target virtual object, the second resource to be fed back being a default resource or a game resource hit by the trigger instruction.
[0071] According to a third aspect of the present application, a computer device is provided, comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of any one of the methods described in the first aspect when executing the computer program.
[0072] According to a fourth aspect of the present application, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of any one of the methods in the first aspect are implemented.
[0073] By means of the above technical solution, the present application provides a method, device, electronic device and storage medium for simulating the growth of a virtual object. The present application obtains and executes the object training schedule set by the player for the target virtual object, obtains the execution result, and based on the execution result, updates and displays the personality parameters and quality parameters of the target virtual object. When the growth time of the target virtual object reaches the time threshold, multiple personality values of multiple preset personality items and multiple quality values of multiple preset quality items are read, and evaluation texts corresponding to the multiple personality values and quality types corresponding to the multiple quality values are determined. The evaluation texts, quality types and the target virtual object are displayed, so that the personality and quality jointly affect the training outcome of the virtual object. The change of each parameter will affect the state of the virtual object, improve the strategy and authenticity of the virtual object's growth process, diversify the training process, enhance the novelty and fun of the game, improve user stickiness, and avoid waste of game resources.
[0074] 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
[0075] Various other advantages and benefits will become apparent to those skilled in the art upon reading the detailed description of the preferred embodiment below. The accompanying drawings are for illustration purposes only and are not to be considered as limiting the present application. The same reference symbols are used throughout the drawings to represent the same components. In the drawings:
[0076] Figure 1 A schematic diagram of a growth simulation method for a virtual object provided in an embodiment of the present application is shown;
[0077] Figure 2A A schematic diagram of a growth simulation method for a virtual object provided in an embodiment of the present application is shown;
[0078] Figure 2B A schematic diagram illustrating a method for simulating the growth of a virtual object provided in an embodiment of the present application is shown;
[0079] Figure 3A A schematic structural diagram of a virtual object growth simulation device provided in an embodiment of the present application is shown;
[0080] Figure 3B A schematic structural diagram of a virtual object growth simulation device provided in an embodiment of the present application is shown;
[0081] Figure 3C A schematic structural diagram of a virtual object growth simulation device provided in an embodiment of the present application is shown;
[0082] Figure 3D A schematic structural diagram of a virtual object growth simulation device provided in an embodiment of the present application is shown;
[0083] Figure 4 A schematic diagram of the device structure of a computer device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0084] The following describes exemplary embodiments of the present application in more detail with reference to the accompanying drawings. Although exemplary embodiments of the present application are shown in the accompanying drawings, it should be understood that the present application can be implemented in various forms and should not be limited by the embodiments set forth herein. Rather, these embodiments are provided to enable a more thorough understanding of the present application and to fully convey the scope of the present application to those skilled in the art.
[0085] The embodiment of the present application provides a method for simulating the growth of a virtual object, such as Figure 1 As shown, the method includes:
[0086] 101. Obtain and execute the object training schedule set by the player for the target virtual object, and obtain the execution result.
[0087] 102. Based on the execution result, the personality parameters and quality parameters of the target virtual object are updated and displayed, where the personality parameters include multiple preset personality items, and the quality parameters include multiple preset quality items.
[0088] 103. When the growth duration of the target virtual object reaches a duration threshold, multiple personality values of multiple preset personality items and multiple quality values of multiple preset quality items are read.
[0089] 104. Determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and display the evaluation texts, quality types, and target virtual objects.
[0090] The method provided in the embodiment of the present application obtains and executes the object training schedule set by the player for the target virtual object, obtains the execution result, and based on the execution result, updates and displays the personality parameters and quality parameters of the target virtual object. When the growth time of the target virtual object reaches a time threshold, reads multiple personality values of multiple preset personality items and multiple quality values of multiple preset quality items, determines the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and displays the evaluation texts, quality types and the target virtual object, so that the personality and quality jointly affect the training outcome of the virtual object, and the change of each parameter will affect the state of the virtual object, thereby improving the strategy and authenticity of the virtual object's growth process, diversifying the training process, enhancing the novelty and fun of the game, improving user stickiness, and avoiding waste of game resources.
[0091] The embodiment of the present application provides a method for simulating the growth of a virtual object, such as Figure 2A As shown, the method includes:
[0092] 201. Obtain and execute the object training schedule set by the player for the target virtual object, and obtain the execution result.
[0093] In recent years, many MMO (Massively Multiplayer Online) games have offered virtual objects such as babies, pets, and followers. Players can acquire these virtual objects through completing quests or purchasing them, allowing them to accompany their characters in the game or assist them in battle. After acquiring a virtual object, the player needs to cultivate it to grow, thereby increasing its attack power and skills. Currently, many games employ two strategies for cultivating virtual objects: one is to feed and play games with the virtual object, gradually growing it and ultimately placing it in a static state of growth; the other is to assign five-dimensional attributes to the virtual object, allowing players to increase the value of each of these attributes through game behaviors such as completing quests, thereby achieving the goal of cultivating the virtual object. However, the applicants have recognized that when using the first strategy to cultivate virtual objects, due to limited interaction with the virtual object, the virtual object cultivation process is relatively monotonous and lacks fresh content. Furthermore, the player's cultivation behavior on the virtual object does not have a direct impact on the results, and most players cultivate the same virtual object. When cultivating virtual objects using the second strategy, while the five-dimensional attributes can help players quickly understand the overall state of the attributes, they are not conducive to conveying the concept of the mutual influence between the five-dimensional attributes. In particular, when the five-dimensional attributes change, players need to more intuitively convey the concept of "one gain, the other lose" attribute changes. Therefore, overall, while the five-dimensional attributes are intuitive, it is difficult to convey the antagonism between attributes. Moreover, the five-dimensional attributes have the connotation of "hexagonal warrior" cultivation, which does not meet the expectations of multi-directional cultivation. It can easily lead to the virtual characters cultivated by multiple players having basically the same state. The cultivation process is simple, the game lacks novelty and fun, user stickiness is low, and game resources are wasted.
[0094] Therefore, the present application proposes a growth simulation method for a virtual object, which obtains and executes the object cultivation schedule set by the player for the target virtual object, obtains the execution result, and based on the execution result, updates and displays the personality parameters and literacy parameters of the target virtual object. When the growth time of the target virtual object reaches a time threshold, multiple personality values of multiple preset personality items and multiple literacy values of multiple preset literacy items are read, and evaluation texts corresponding to the multiple personality values and literacy types corresponding to the multiple literacy values are determined. The evaluation texts, literacy types, and the target virtual object are displayed, so that the personality and literacy jointly affect the cultivation outcome of the virtual object. The change of each parameter will affect the state of the virtual object, improve the strategy and authenticity of the virtual object's growth process, diversify the cultivation process, enhance the novelty and fun of the game, improve user stickiness, and avoid waste of game resources. In addition, because the present application enables players to experience the entire growth process of the target virtual object, players can not only experience the ritual of welcoming a new life and the sense of responsibility of being a parent, but also experience the sense of accomplishment of achieving different endings. Moreover, the target virtual object that has been cultivated will continue to give players emotional feedback. It should be noted that the embodiment of the present application is explained by taking the player cultivating a target virtual object as an example. In actual application, the player can cultivate multiple target virtual objects at the same time. Multiple target virtual objects can serve as control test samples for each other, and try more combinations of qualities and personalities to verify the final cultivation effect, so that the player has the motivation to continue parenting by learning the relationship between literacy and personality in the process of raising each generation of babies.
[0095] In an embodiment of the present application, a player can log in to a game and perform corresponding in-game actions, which in turn causes the game server to assist the player in developing a virtual object based on the in-game actions. Players develop virtual objects by scheduling an object development schedule, causing the virtual object's personality and qualities to continuously change. The game server then retrieves and executes the object development schedule set by the player for the target virtual object, obtains the execution results, and subsequently adjusts the target virtual object's personality, qualities, and other parameters based on the execution results. It should be noted that the daily object development schedule is limited by the target virtual object's current stress and energy values. Stress is inversely proportional to the gains in qualities. If energy is insufficient, the object development schedule cannot be scheduled. Players must increase their energy to a certain level before scheduling an object development schedule. Specifically, a progress bar can be used to represent the target virtual object's energy, allowing players to more intuitively access and increase its energy value. Event types are base gains that are clearly known to the player. Stress values influence the ratio of gains to losses on the base gain. Therefore, within a limited number of events, controlling stress and energy is a key strategic factor in arranging the object development schedule.
[0096] In an optional implementation scheme, the object training schedule includes at least one event to be executed, such as martial arts class, cultural class, dragonfly catching and other events. These events are divided into learning events and entertainment events. Different events can bring different literacy benefits. Compared with learning events, entertainment events have smaller literacy benefits, but they can reduce the pressure of the target virtual object. In the embodiment of the present application, the core output path of literacy is the object training schedule. Literacy and pressure are related. According to the pressure value after the end of the schedule, the final literacy value of the target virtual object on that day can be obtained. That is, the final output value is mainly affected by the event type and pressure value range of the pending events included in the object training schedule.
[0097] Furthermore, each event will also have an impact on the character of the target virtual object, that is, each event corresponds to a character control value. For example, after learning cultural courses, the rationality value in the character of the target virtual object will increase accordingly. Therefore, the game server will obtain the object training schedule set by the player for the virtual object, read at least one pending event included in the object training schedule, execute at least one pending event, determine the event type of each pending event in the at least one pending event, and obtain at least one pressure value and at least one character control value corresponding to the at least one event type. Since the final pressure value of the target virtual object will determine how the literacy value of the target virtual object is specifically increased, the game server will calculate the pressure and value of at least one pressure value.
[0098] It should be noted that the game also provides some game resources that reduce stress and value, such as game props like chocolate and candy. These game resources are actively used by the player, and using these game resources on a target virtual object can reduce the target virtual object's stress and value. Therefore, when the game server detects that a player has requested to redeem a first game resource, it queries the first adjustable value corresponding to the first game resource, reduces the stress and value by the first adjustable value, determines the player's game account, and deletes the first game resource from the player's account. For example, suppose a player requests to use a chocolate prop, which reduces the stress and value by 10 points. Thus, when the target virtual object's current stress and value is 20, the stress and value are reduced from 20 to 10, and the chocolate prop is deleted from the player's game account, indicating that the chocolate prop has been used. In actual application, the player can use the first game resource at any time before the target result sequence number is determined based on the stress and value. In actual application, the game server can sequentially superimpose at least one stress value on the target virtual object's current stress and value according to the execution order of the pending events, and use a progress bar to indicate the target virtual object's current stress and value. Moreover, when the player uses the first game resource, the change in pressure value after use can be reflected on the progress bar, thereby more intuitively displaying the pressure situation of the target virtual object.
[0099] Through the above process, the pressure and value brought to the target virtual object after the object training schedule is completed are completed. Then, settlement can be started based on the pressure and value to obtain the execution result. In an optional embodiment, the pressure and value settlement and execution result generation can be carried out through the following process:
[0100] When at least one pending event is completed, the game server determines the pressure interval in which the pressure sum value is located, and determines the target result number for the sum value in the at least one result number based on the weight distribution corresponding to the pressure interval and the at least one result number. The weight distribution is used to indicate the probability of each result number in the at least one result number being hit, and the correspondence between the weight distribution and the pressure interval can be based on the following
[0101] Table 1 for maintenance:
[0102] Pressure range Weight distribution 【0,30】 "4”:40%,"3”:60% 【31,60】 "3”:90%,"2”:10% 【61,99】 "3”:50%,"2”:50% 【100,999】 "1”:100%
[0103] Table 1
[0104] Among them, as shown in Table 1, when the pressure sum value is in [0, 30], there is a 40% probability of assigning the sequence number "4" as the target result sequence number, and a 60% probability of assigning the sequence number "3" as the target result sequence number; when the pressure sum value is in [31, 60], there is a 90% probability of assigning the sequence number "3" as the target result sequence number, and a 10% probability of assigning the sequence number "2" as the target result sequence number; when the pressure sum value is in [61, 99], there is a 50% probability of assigning the sequence number "3" as the target result sequence number, and a 50% probability of assigning the sequence number "2" as the target result sequence number; when the pressure sum value is in [100, 999], there is a 100% probability of assigning the sequence number "1" as the target result sequence number.
[0105] After determining the target result sequence number and at least one personality adjustment value, the target result sequence number and at least one personality adjustment value are used as the execution result, so as to subsequently update the current parameters of the target virtual object according to the execution result to simulate the growth of the target virtual object.
[0106] 202. Based on the execution results, the personality parameters and quality parameters of the target virtual object are updated and displayed.
[0107] In this embodiment of the present application, after the game server determines the execution result, it begins updating and displaying the personality and quality parameters of the target virtual object based on the execution result, simulating the growth of the target virtual object. The personality parameters include multiple preset personality items, and the quality parameters include multiple preset quality items. In one alternative embodiment, the multiple preset personality items can be rationality, sensibility, affinity, aloofness, and justice. Rationality-sensibility and aloofness-justice are opposing attributes, with a clear trade-off relationship. That is, as the object's daily rationality increases, so does their sensibility. The multiple preset quality items can be morality, wisdom, labor, physical fitness, aesthetics, and self-discipline.
[0108] In an optional embodiment, the updated display of the personality parameters and quality parameters of the target virtual object can be achieved based on the following process:
[0109] On one hand, the game server obtains at least one personality adjustment value from the execution result, determines at least one target personality item from multiple preset personality items that matches the at least one personality adjustment value, and adjusts and updates the value of the at least one target personality item according to the at least one personality adjustment value. In other words, the game server needs to determine which preset personality items require adjustment and adjust the values of those preset personality items. For example, assuming the determined target personality items are rationality and sensibility, and at least one personality adjustment value indicates an increase of 5 points in rationality and a decrease of 5 points in sensibility, the game server will adjust according to these values.
[0110] On the other hand, the game server simultaneously or separately obtains the result sequence number from the execution result, queries the literacy control strategy corresponding to the result sequence number, determines the target literacy item indicated by the literacy control strategy from multiple preset literacy items, and controls and updates the value of the target literacy item according to the literacy control strategy. In an optional real-time solution, Table 2 can be used to maintain the correspondence between the result sequence number and the literacy control strategy:
[0111] Result No. Literacy Control Strategies 1 Literacy reduced by 80% 2 Literacy minus 50% 3 No increase or decrease in literacy 4 Literacy increased by 30%
[0112] Table 2
[0113] It should be noted that the literacy control strategy described in Table 2 does not specify which pre-set literacy item is controlled; rather, it indicates that all pre-set literacy items are controlled. In practice, the literacy control strategy can also indicate which pre-set literacy item is controlled. For example, if "Wisdom" literacy is reduced by 50%, only "Wisdom" literacy is controlled, while the other pre-set literacy items remain unchanged.
[0114] After completing the update of the personality parameters and quality parameters, the game server will display the updated multiple preset personality items and the updated multiple preset quality items. It should be noted that some personality control mechanisms may be set up in the game. For example, players can adjust the value of the personality parameters of the target virtual object by consuming in-game currency. Therefore, when detecting that the player requests to adjust the personality parameters, the game server will determine the specified personality item that the player requests to adjust, obtain the game resource amount of the second game resource consumed by the player at the time of the request, query the second adjustable value corresponding to the game resource amount on the specified personality item, increase the second adjustable value on the current value of the specified personality item, and simultaneously or separately reduce the second adjustable data on other preset personality items. Other preset personality items are any preset personality items other than the specified personality item among the multiple preset personality items. For example, determine the preset personality item that the player expects to increase, and after consuming currency, the value of the preset personality item increases by 1 point, and any other preset personality items decrease by 1 point. Finally, since the player has consumed the second game resource, the server will determine the player's game account, determine the resource item corresponding to the second game resource in the game account, read the resource item value of the resource item, and reduce the second adjustable value based on the resource item value.
[0115] In an optional implementation scheme, since the character parameters and quality parameters of the target virtual object are constantly changing, in order to enable the player to have a clear understanding of the changes in the target virtual object, the game server will read the value of each preset character item in the multiple preset character items at every preset time period, obtain multiple real-time values, and sort out the multiple preset character items and multiple real-time values according to the preset graphic template to obtain a value distribution diagram of the multiple preset character items, and push the value distribution diagram to the player. The preset graphic template can be a bar chart template, a fan chart template, a line chart template, etc., which can be generated specifically Figure 2B The line graph shown describes the actual distribution of each preset personality item, and highlights the preset personality item with the highest value by marking it with a five-pointed star or other pattern.
[0116] 203. When the target virtual object's growth duration reaches a duration threshold, multiple personality values for multiple preset personality items and multiple competence values for multiple preset competence items are read to obtain a competence threshold, and the multiple competence values are compared with the competence threshold. If none of the multiple competence values is below the competence threshold, step 204 is executed. If none of the multiple competence values is below the competence threshold, step 205 is executed.
[0117] In an embodiment of the present application, the cultivation of a target virtual object follows a specific cycle. When the target virtual object's growth duration reaches this cycle, the target virtual object's cultivation is complete and no further cultivation can be carried out, meaning settlement for the target virtual object begins. Therefore, when the target virtual object's growth duration reaches a threshold, the game server reads multiple personality values for multiple preset personality items and multiple quality values for multiple preset quality items, and settles the target virtual object based on these multiple personality values and multiple quality values. The threshold duration can be 24 days, meaning that each virtual object's cultivation process is limited to 24 days. Before reaching the threshold duration, the player must complete shaping the target virtual object's quality and personality, with the final settlement for the target virtual object occurring on the 24th day. In an alternative embodiment, the threshold duration can be further refined, with three days for infancy, seven days for toddlerhood, and 14 days for school age. The target virtual object's appearance changes at different stages, keeping it as close to reality as possible. Goals can be set within each stage for systematic guidance. For example, a stage goal could be set as "reaching 50 points or more in all competencies" during infancy, "making a good friend" during early childhood, and "fulfilling a wish and going on an exploration trip" during school age. This allows players to focus on accumulating competencies before entering school. After entering school, exploration courses can be initiated, and exploration can influence the personality of the target virtual object. Appropriately arranging different types of events can help achieve the ultimate parenting goal. This application does not limit whether to set stages, stage goals, how to divide stages, or the specific content of stage goals.
[0118] Furthermore, in an embodiment of the present application, there are certain requirements for the multiple literacy values of the multiple preset literacy items, and further character settlement can only be performed if there is no literacy value below the literacy threshold among the multiple literacy values. Therefore, the game server will obtain the literacy threshold and compare the multiple literacy values with the literacy threshold. If there is no literacy value below the literacy threshold among the multiple literacy values, it means that the target virtual object meets the settlement conditions and settlement can continue, that is, execute the following step 204; and if there is a literacy value below the literacy threshold among the multiple literacy values, it means that the target virtual object does not meet the settlement conditions and cannot be settled for it, and it needs to be settled with a guaranteed value, that is, execute the following step 205.
[0119] 204. If there is no literacy value below the literacy threshold among the multiple literacy values, then determine the evaluation texts corresponding to the multiple personality values and the literacy types corresponding to the multiple literacy values, and display the evaluation texts, literacy types and target virtual objects.
[0120] In this embodiment of the present application, if there is no literacy value below the literacy threshold among the multiple literacy values, it means that the target virtual object meets the settlement conditions and can continue to settle. Therefore, the game server determines the evaluation text corresponding to the multiple personality values and the literacy types corresponding to the multiple literacy values, and displays the evaluation text, literacy type, and target virtual object. In an optional implementation scheme, the following process can be used to generate the evaluation text:
[0121] First, the game server determines the maximum personality value among multiple personality values and queries the preset personality item corresponding to the maximum personality value as the target personality. Subsequently, the game server obtains multiple personality value intervals associated with the target personality, determines the personality value interval with the maximum personality value among the multiple personality value intervals as the first value interval, and extracts the first string associated with the first value interval. The game server can use the following Table 3 to maintain the relationship between the target personality, multiple personality value intervals, and the associated strings:
[0122] 0-20 21-40 40 and above reason cautious Focused Rigorous Sensibility Lively cheerful romantic Affinity gentle Friendly Sunny aloof Introverted shy implicit justice Brave Hot-blooded Heroic
[0123] Table 3
[0124] In Table 3, "0-20," "21-40," and "above 40" represent personality value ranges. Subsequent characters such as "cautious" and "focused" are also character strings associated with these value ranges. For example, if the target personality is "rational," and the value of "rational" is 50, the first character string determined is "rigorous."
[0125] Next, the game server determines the minimum character value among the multiple character values, calculates the difference between the maximum character value and the minimum character value, obtains multiple difference value intervals associated with the subject's character, determines the difference value interval with the hit difference among the multiple difference value intervals as the second value interval, and extracts the second string associated with the second value interval. The game server can use the following Table 4 to maintain the relationship between the subject's character, the multiple difference value intervals, and the associated strings:
[0126] 0-10 11-20 21-40 reason writer scholar Little Noisy Sensibility Little Li Bai Little tear bag Little adults Affinity Little Leader King of Children Lone Ranger aloof artist Curious Baby pistachio justice adventurer Righteous Man Little Devil Boy
[0127] Table 4
[0128] In Table 4, "0-10," "11-20," and "21-40" represent differential value ranges. The following characters, such as "literary scholar" and "scholar," are also character strings associated with these differential value ranges. So, assuming the determined personality type is "rational," if the difference between the maximum and minimum personality values is 15, the second character string determined is "scholar."
[0129] Finally, the game server combines the first and second strings to generate the review text. Continuing with the above example, assuming the first string is "rigorous" and the second string is "scholar", the generated review text is "rigorous scholar".
[0130] Furthermore, in the embodiment of the present application, different literacy distributions actually correspond to different types of object endings, and the object endings are divided into four major categories, namely literature, martial arts, art, and free and easy. Among them, the core verification literacy of different types of object endings is different. The core verification literacy of literature is morality and wisdom, the core verification literacy of martial arts is labor and physical fitness, the core verification literacy of art is aesthetics and self-discipline, and free and easy is used to include some extreme and guaranteed situations, that is, the default literacy type. Therefore, the game server can determine the maximum literacy value among multiple literacy values, and use the type of the preset literacy item corresponding to the maximum literacy value as the literacy type.
[0131] After determining the review text and quality type, the game server can display the review text, quality type, and target virtual object based on the current game. Specifically, a reminder including the review text can be popped up when the player enters the target virtual object's details page, and the review text can be used as the title of the target virtual object. The target virtual object's attributes are set as the quality type, and the completed target virtual object is displayed to the player.
[0132] 205. If there is a literacy value lower than the literacy threshold among multiple literacy values, a default object evaluation is obtained, and the default object evaluation and the target virtual object are displayed.
[0133] In this embodiment of the present application, if a quality value among multiple quality values is lower than the quality threshold, it means that the target virtual object does not meet the settlement conditions and cannot be settled. It needs to be settled using the guaranteed value. Therefore, the game server obtains the default object evaluation and displays the default object evaluation and the target virtual object. The default object evaluation includes one or both of the default evaluation text and the default quality type.
[0134] In actual application, the target virtual object will also provide certain feedback to the player as it completes its growth process, such as sending gifts to the player on holidays, sending letters to the player, etc., continuously interacting with the player and providing emotional feedback to the player. Therefore, when it is detected that the current time point reaches the feedback time point, the game server will determine the first game resource to be fed back corresponding to the feedback time point, generate a feedback message carrying the first game resource to be fed back, and transmit the feedback message to the player based on the target virtual object. Furthermore, the player can also actively request feedback from the target virtual object. That is, when receiving the player's trigger instruction for the target virtual object, the game server will obtain the second game resource to be fed back, generate a trigger response carrying the second game resource to be fed back, and transmit the trigger response to the player based on the target virtual object. Among them, the second resource to be fed back is a default resource or a game resource hit by the trigger instruction, that is, some game resources are default in the game. When the player issues a command such as patting the head or sending a letter to the target virtual object, the game resource such as a gold coin or a flower will be distributed to the player.
[0135] Furthermore, in actual applications, virtual objects with different personalities can be represented in their images, thereby encouraging players to explore their personalities. For example, the virtual object's clothing, expression, hairstyle, etc. can be changed, or the corresponding avatar icon of the virtual object can be changed. This application does not specifically limit the method of representing personality.
[0136] It should be noted that the technical solution described above is illustrated using the example of a player cultivating a target virtual object. In an alternative embodiment, a player can cultivate two target virtual objects simultaneously. The two target virtual objects can serve as control test samples for each other, allowing players to try out more combinations of qualities and personalities, verify the final cultivation effect, and motivate players to continue nurturing behaviors. Specifically, during the nurturing process of two target virtual objects, the attributes of the two target virtual objects can be compared and adjusted based on the behaviors they produce in the game, thereby adjusting the qualities, personalities, and other parameters of the two target virtual objects according to the determined attribute values. For example, if one of the two target virtual objects, target virtual object A, frequently exhibits the game behavior of "jumping around", while the other target virtual object, B, rarely exhibits this game behavior, the "mood index" attribute of A can be appropriately increased, and based on the value of this "mood index" attribute, A's "emotional" personality and "physical" qualities can be correspondingly improved. On the other hand, the "mood index" attribute of B can be appropriately lowered, and according to the value of the "mood index" attribute, the "emotional" personality and "physical" quality of B can be correspondingly lowered. Alternatively, the parameter value of B can be left unchanged, so that the personality and quality of the two target virtual objects are affected by their behavior in the game or affect each other.
[0137] Furthermore, the process of comparing and adjusting the attributes of the two target virtual objects described above is automatically performed by the game server. In actual application, a calculation module can be set up in the game server. After the two target virtual objects generate game behaviors and adjust the attribute values of the two target virtual objects based on the game behaviors, the calculation module calculates the attribute values of the two target virtual objects separately, compares the attribute values of the two target virtual objects, and determines the difference between the attribute values of the two target virtual objects. Next, the calculation module calculates one or more adjustment schemes for adjusting parameters such as qualities and personality based on the size of the difference. The adjustment schemes are pushed to the player in the game, allowing the player to select the adjustment scheme they prefer from the pushed adjustment schemes. The game server then adjusts the qualities and personality parameters of the two target virtual objects according to the adjustment scheme selected by the player, allowing the player to participate in the comparison and adjustment process of the two target virtual objects and make adjustments according to the player's wishes. The multiple pushed adjustment schemes may have different values for the adjustment of the qualities and personality parameters, or the multiple adjustment schemes may adjust different preset qualities or different preset personality items. The specific content of the adjustment schemes is not limited in this application.
[0138] The method provided in the embodiment of the present application obtains and executes the object training schedule set by the player for the target virtual object, obtains the execution result, and based on the execution result, updates and displays the personality parameters and quality parameters of the target virtual object. When the growth time of the target virtual object reaches a time threshold, reads multiple personality values of multiple preset personality items and multiple quality values of multiple preset quality items, determines the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and displays the evaluation texts, quality types and the target virtual object, so that the personality and quality jointly affect the training outcome of the virtual object, and the change of each parameter will affect the state of the virtual object, thereby improving the strategy and authenticity of the virtual object's growth process, diversifying the training process, enhancing the novelty and fun of the game, improving user stickiness, and avoiding waste of game resources.
[0139] Further, as Figure 1 In a specific implementation of the method, the present application provides a growth simulation device for a virtual object, such as Figure 3A As shown, the device includes: an execution module 301, an update module 302, a reading module 303 and a display module 304.
[0140] The execution module 301 is used to obtain and execute the object training schedule set by the player for the target virtual object, and obtain the execution result;
[0141] The updating module 302 is configured to update and display the personality parameters and quality parameters of the target virtual object based on the execution result, wherein the personality parameters include a plurality of preset personality items and the quality parameters include a plurality of preset quality items;
[0142] The reading module 303 is configured to read the multiple personality values of the multiple preset personality items and the multiple quality values of the multiple preset quality items when the growth time of the target virtual object reaches a time threshold;
[0143] The display module 304 is used to determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and to display the evaluation texts, the quality types and the target virtual object.
[0144] In a specific application scenario, the execution module 301 is used to obtain the object training schedule set by the player for the virtual object, read at least one to-be-executed event included in the object training schedule; execute the at least one to-be-executed event, determine the event type of each to-be-executed event in the at least one to-be-executed event, obtain at least one pressure value and at least one personality regulation value corresponding to at least one event type, and calculate the pressure sum value of the at least one pressure value; when the at least one to-be-executed event is executed, determine the pressure interval in which the pressure sum value is located, and determine the target result number for the sum value in the at least one result number according to the weight distribution corresponding to the pressure interval and at least one result number, and the weight distribution is used to indicate the probability of each result number in the at least one result number being hit; and use the target result number and the at least one personality regulation value as the execution result.
[0145] In a specific application scenario, the execution module 301 is also used to query the first adjustable value corresponding to the first game resource when it is detected that the player requests to cancel the first game resource, and reduce the first adjustable value based on the pressure and value; determine the game account of the player, and delete the first game resource in the player account.
[0146] In a specific application scenario, the update module 302 is used to obtain at least one personality control value in the execution result, determine at least one target personality item that matches the at least one personality control value among the multiple preset personality items, and control and update the value of the at least one target personality item according to the at least one personality control value; simultaneously or separately obtain the result serial number in the execution result, query the literacy control strategy corresponding to the result serial number, determine the target literacy item indicated by the literacy control strategy among the multiple preset literacy items, and control and update the value of the target literacy item according to the literacy control strategy; and display the updated multiple preset personality items and the updated multiple preset literacy items.
[0147] In specific application scenarios, such as Figure 3B As shown, the device further includes: an acquisition module 305 , a query module 306 , a reduction module 307 and a determination module 308 .
[0148] The acquisition module 305 is configured to, upon detecting that the player requests to adjust the character parameter, determine the designated character item that the player requests to adjust, and acquire the amount of game resources of the second game resource consumed by the player when making the request;
[0149] The query module 306 is configured to query a second adjustable value corresponding to the amount of game resources on the specified character item, and to increase the second adjustable value on the current value of the specified character item;
[0150] The reduction module 307 is configured to reduce the second adjustable data on other preset personality items simultaneously or separately, where the other preset personality items are any preset personality items among the plurality of preset personality items except the designated personality item;
[0151] The determination module 308 is configured to determine the game account of the player, and determine the resource item corresponding to the second game resource in the game account;
[0152] The reduction module 307 is further configured to read a resource item value of the resource item and reduce the second adjustable value based on the resource item value.
[0153] In specific application scenarios, such as Figure 3C As shown, the device further includes: a comparison module 309.
[0154] The comparison module 309 is used to obtain a literacy threshold and compare the multiple literacy values with the literacy threshold;
[0155] The display module 304 is further configured to, if no literacy value below the literacy threshold exists among the multiple literacy values, continue to determine evaluation texts corresponding to the multiple personality values and literacy types corresponding to the multiple literacy values, and display the evaluation texts, the literacy types, and the target virtual object;
[0156] The display module 304 is also used to obtain a default object evaluation if there is a literacy value lower than the literacy threshold among the multiple literacy values, and to display the default object evaluation and the target virtual object. The default object evaluation includes one or both of a default evaluation text and a default literacy type.
[0157] In a specific application scenario, the display module 304 is used to determine the maximum character value among the multiple character values, query the preset character item corresponding to the maximum character value as the object character; obtain multiple character value intervals associated with the object character, determine the character value interval hit by the maximum character value among the multiple character value intervals as the first value interval, and extract the first character string associated with the first value interval; determine the minimum character value among the multiple character values, calculate the difference between the maximum character value and the minimum character value; obtain multiple difference value intervals associated with the object character, determine the difference value interval hit by the difference among the multiple difference value intervals as the second value interval, and extract the second character string associated with the second value interval; combine the first character string and the second character string to obtain the evaluation text.
[0158] In specific application scenarios, such as Figure 3D As shown, the device further includes: a sorting module 310 and a pushing module 311 .
[0159] The reading module 303 is further configured to read the value of each of the plurality of preset personality items at every preset time period to obtain a plurality of real-time values;
[0160] The arranging module 310 is used to arrange the plurality of preset personality items and the plurality of real-time values according to a preset graphic template to obtain a value distribution diagram of the plurality of preset personality items;
[0161] The push module 311 is used to push the value distribution graph to the player.
[0162] In a specific application scenario, the display module 304 is also used to, when it is detected that the current time point reaches the feedback time point, determine the first game resource to be fed back corresponding to the feedback time point, generate a feedback message carrying the first game resource to be fed back, and transmit the feedback message to the player based on the target virtual object; or, when receiving a trigger instruction from the player for the target virtual object, obtain the second game resource to be fed back, generate a trigger response carrying the second game resource to be fed back, and transmit the trigger response to the player based on the target virtual object, where the second resource to be fed back is a default resource or a game resource hit by the trigger instruction.
[0163] The device provided in the embodiment of the present application obtains and executes the object training schedule set by the player for the target virtual object, obtains the execution result, and updates and displays the personality parameters and quality parameters of the target virtual object based on the execution result. When the growth time of the target virtual object reaches a time threshold, multiple personality values of multiple preset personality items and multiple quality values of multiple preset quality items are read, and evaluation texts corresponding to the multiple personality values and quality types corresponding to the multiple quality values are determined. The evaluation texts, quality types and the target virtual object are displayed, so that the personality and quality jointly affect the training outcome of the virtual object. The change of each parameter will affect the state of the virtual object, improve the strategy and authenticity of the virtual object's growth process, diversify the training process, enhance the novelty and fun of the game, improve user stickiness, and avoid waste of game resources.
[0164] It should be noted that for other corresponding descriptions of the functional units involved in the virtual object growth simulation device provided in the embodiment of the present application, please refer to Figure 1 and Figure 2A The corresponding description in will not be repeated here.
[0165] In an exemplary embodiment, see Figure 4 A computer device is also provided, comprising a bus, a processor, a memory, and a communication interface. The computer device may also include an input / output interface and a display device, wherein the various functional units can communicate with each other via the bus. The memory stores a computer program, and the processor is configured to execute the program stored in the memory and perform the virtual object growth simulation method described in the above embodiment.
[0166] A computer-readable storage medium stores a computer program, which implements the steps of the virtual object growth simulation method when executed by a processor.
[0167] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present application can be implemented through hardware or by means of software plus a necessary general hardware platform. 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.), including 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.
[0168] Those skilled in the art will understand 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 required to implement the present application.
[0169] 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 implementation scenario description, or can be modified accordingly and located in one or more devices different from the implementation scenario. The modules in the above implementation scenario can be combined into one module or further split into multiple submodules.
[0170] The above application serial numbers are for description only and do not represent the advantages or disadvantages of the implementation scenarios.
[0171] The above disclosure only describes several specific implementation scenarios of the present application. However, the present application is not limited thereto, and any changes that can be conceived by those skilled in the art should fall within the scope of protection of the present application.
Claims
1. A method for simulating the growth of a virtual object, characterized in that: include: Obtaining and executing an object cultivation schedule set by a player for a target virtual object to obtain an execution result; wherein, obtaining and executing an object cultivation schedule set by a player for a target virtual object to obtain an execution result includes: obtaining an object cultivation schedule set by the player for the virtual object, reading at least one to-be-executed event included in the object cultivation schedule; executing the at least one to-be-executed event, determining an event type of each to-be-executed event in the at least one to-be-executed event, obtaining at least one pressure value and at least one personality adjustment value corresponding to the at least one event type, and calculating a pressure sum value of the at least one pressure value; when the at least one to-be-executed event is executed, determining a pressure interval in which the pressure sum value lies, and determining a target result number for the sum value in the at least one result number according to a weight distribution corresponding to the pressure interval and at least one result number, wherein the weight distribution is used to indicate the probability of each result number in the at least one result number being hit; and using the target result number and the at least one personality adjustment value as the execution result; Based on the execution result, updating and displaying the personality parameters and quality parameters of the target virtual object, wherein the personality parameters include a plurality of preset personality items, and the quality parameters include a plurality of preset quality items; When the growth time of the target virtual object reaches a time threshold, reading multiple personality values of the multiple preset personality items and multiple quality values of the multiple preset quality items; Determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and display the evaluation texts, the quality types and the target virtual object.
2. The method according to claim 1, characterized in that When the at least one pending event is executed, determining a pressure interval in which the pressure sum value is located, and determining a target result sequence number for the sum value in the at least one result sequence number based on a weight distribution corresponding to the pressure interval and at least one result sequence number, the method further includes: When detecting that the player requests to redeem a first game resource, querying a first adjustable value corresponding to the first game resource, and reducing the first adjustable value based on the pressure and value; Determine the game account of the player, and delete the first game resource in the player account.
3. The method according to claim 1, characterized in that The updating and displaying of the personality parameters and quality parameters of the target virtual object based on the execution result includes: Obtaining at least one personality adjustment value from the execution result, determining at least one target personality item that matches the at least one personality adjustment value from the plurality of preset personality items, and adjusting and updating the value of the at least one target personality item according to the at least one personality adjustment value; Simultaneously or separately obtaining a result serial number from the execution result, querying the literacy control strategy corresponding to the result serial number, determining a target literacy item indicated by the literacy control strategy from the plurality of preset literacy items, and regulating and updating the value of the target literacy item according to the literacy control strategy; The updated multiple preset personality items and the updated multiple preset quality items are displayed.
4. The method according to claim 1, wherein When the growth duration of the target virtual object reaches the duration threshold, before reading the multiple personality values of the multiple preset personality items and the multiple quality values of the multiple preset quality items, the method further includes: When detecting that the player requests to adjust the character parameter, determining the designated character item that the player requests to adjust, and obtaining the amount of game resources of the second game resource consumed by the player at the time of the request; Querying a second adjustable value corresponding to the amount of game resources on the specified character item, and adding the second adjustable value to the current value of the specified character item; reducing the second adjustable value simultaneously or separately on other preset personality items, where the other preset personality items are any preset personality items among the multiple preset personality items except the designated personality item; Determine the game account of the player, and determine the resource item corresponding to the second game resource in the game account; A resource item value of the resource item is read, and the second adjustable value is reduced based on the resource item value.
5. The method according to claim 1, wherein When the growth duration of the target virtual object reaches a duration threshold, after reading multiple personality values of the multiple preset personality items and multiple quality values of the multiple preset quality items, the method further includes: Obtaining a literacy threshold, and comparing the plurality of literacy values with the literacy threshold; If there is no literacy value lower than the literacy threshold among the multiple literacy values, then continue to determine the evaluation texts corresponding to the multiple personality values and the literacy types corresponding to the multiple literacy values, and display the evaluation texts, the literacy types, and the target virtual object; If there is a literacy value lower than the literacy threshold among the multiple literacy values, a default object evaluation is obtained, and the default object evaluation and the target virtual object are displayed. The default object evaluation includes one or both of a default evaluation text and a default literacy type.
6. The method according to claim 1, characterized in that Determining the evaluation texts corresponding to the multiple personality values includes: Determining a maximum personality value among the multiple personality values, and querying a preset personality item corresponding to the maximum personality value as the object personality; Acquire multiple personality value intervals associated with the personality of the object, determine a personality value interval in which the maximum personality value is hit among the multiple personality value intervals as a first value interval, and extract a first character string associated with the first value interval; Determining a minimum character value among the multiple character values, and calculating a difference between the maximum character value and the minimum character value; Acquire multiple difference value intervals associated with the character of the object, determine a difference value interval in which the difference hits as a second value interval among the multiple difference value intervals, and extract a second character string associated with the second value interval; The first character string and the second character string are combined to obtain the evaluation text.
7. The method according to claim 1, characterized in that The method further comprises: At every preset time period, reading the value of each of the plurality of preset personality items to obtain a plurality of real-time values; Arranging the plurality of preset personality items and the plurality of real-time values according to a preset graphic template to obtain a value distribution graph of the plurality of preset personality items; Push the value distribution map to the player.
8. The method according to claim 1, characterized in that The method further comprises: When it is detected that the current time point reaches the feedback time point, a first game resource to be fed back corresponding to the feedback time point is determined, a feedback message carrying the first game resource to be fed back is generated, and the feedback message is transmitted to the player based on the target virtual object; or When a trigger instruction of the player to the target virtual object is received, a second game resource to be fed back is obtained, a trigger response carrying the second game resource to be fed back is generated, and the trigger response is transmitted to the player based on the target virtual object. The second game resource to be fed back is a default resource or a game resource hit by the trigger instruction.
9. A virtual object growth simulation device, characterized in that: include: An execution module is configured to obtain and execute an object cultivation schedule set by a player for a target virtual object to obtain an execution result; wherein, the obtaining and executing the object cultivation schedule set by a player for a target virtual object to obtain an execution result comprises: obtaining the object cultivation schedule set by the player for the virtual object, reading at least one to-be-executed event included in the object cultivation schedule; executing the at least one to-be-executed event, determining the event type of each to-be-executed event in the at least one to-be-executed event, obtaining at least one pressure value and at least one personality adjustment value corresponding to the at least one event type, and calculating a pressure sum value of the at least one pressure value; when the at least one to-be-executed event is executed, determining a pressure interval within which the pressure sum value lies, and determining a target result number for the sum value in the at least one result number based on a weight distribution corresponding to the pressure interval and at least one result number, wherein the weight distribution is used to indicate the probability of each result number in the at least one result number being hit; and using the target result number and the at least one personality adjustment value as the execution result; An updating module, configured to update and display the personality parameters and quality parameters of the target virtual object based on the execution result, wherein the personality parameters include a plurality of preset personality items and the quality parameters include a plurality of preset quality items; a reading module, configured to read the plurality of personality values of the plurality of preset personality items and the plurality of quality values of the plurality of preset quality items when the growth duration of the target virtual object reaches a duration threshold; The display module is used to determine the evaluation texts corresponding to the multiple personality values and the quality types corresponding to the multiple quality values, and to display the evaluation texts, the quality types and the target virtual object.
10. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 8 are implemented.
11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.
Citation Information
Patent Citations
Virtual object growth simulation method, device, terminal, equipment and medium
CN110193205A