Methods, devices, electronic devices and storage media for changing game characters
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-12
- Publication Date
- 2026-08-11
AI Technical Summary
[0002]大型多人在线角色扮演游戏MMORPG(Multiplayer Online Role-Playing Game,MMORPG)中可以创建多个角色,但是当玩家选择一个新创建角色时,需要从新角色的基础级别进行修炼,不能满足玩家的需求
[0035] Compared with existing technologies, this invention manages attributes affected by player experience and attributes unaffected by player experience separately. When a player wants to change their character, only the attributes affected by player experience are changed, while the attributes unaffected by player experience remain unchanged. This avoids players having to start training from the initial basic level again after changing their character, which consumes a lot of time, thus meeting user needs and improving user experience.
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Figure CN115957512B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of video games, and more specifically, to a method, apparatus, electronic device, and storage medium for changing game characters. Background Technology
[0002] In massively multiplayer online role-playing games (MMORPGs), players can create multiple characters. However, when a player chooses to create a new character, they need to start training from the new character's base level, which cannot meet the needs of all players. Summary of the Invention
[0003] The purpose of this invention is to provide a method, device, electronic device, and storage medium for changing game characters, which can retain the original character's game experience after changing the character, thus eliminating the need to start training from the basic level.
[0004] To achieve the above objectives, the technical solution adopted by the present invention is as follows:
[0005] In a first aspect, the present invention provides a method for changing game characters, applied to a server, wherein the server is communicatively connected to a client, and the method includes:
[0006] Receive the model identifier of the target character sent by the player through the client, where the target character is the character the player wants to change their current character into;
[0007] A first attribute corresponding to the target character is determined based on the model identifier, and the first attribute is an attribute that is not affected by the player's game experience;
[0008] The first attribute is returned to the client so that the client can change the current character to the target character based on the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute that is affected by the player's game experience.
[0009] Optionally, the server pre-stores a correspondence between preset identifiers of preset models and preset attribute identifiers representing preset external attributes corresponding to the preset models, wherein each preset attribute identifier corresponds to a list of external attributes, and the step of determining the first attribute corresponding to the target role based on the model identifier includes:
[0010] The preset model whose preset identifier is the same as the model identifier is identified as the target model;
[0011] The preset external attribute identifier corresponding to the preset identifier of the target model is determined as the target identifier;
[0012] The first attribute is determined from the list of external attributes corresponding to the target identifier.
[0013] Optionally, the step of determining the first attribute from the list of external attributes corresponding to the target identifier includes:
[0014] The external attribute that does not match the current character in the external attribute list is taken as the first attribute.
[0015] Optionally, the server pre-stores the player's current character's current model identifier and current external attributes, and the method further includes:
[0016] Update the current model identifier to the model identifier of the target role;
[0017] Update the corresponding attribute in the current external attributes using the first attribute.
[0018] Secondly, the present invention provides a method for changing game characters, applied to a client, wherein the client is connected to a server in a communication connection, and the method includes:
[0019] Responding to a player's character change operation on the client, the character change operation is used to select the model identifier of the target character that the player wants to change the current character to;
[0020] The model identifier is sent to the server, so that the server determines the first attribute corresponding to the target character based on the model identifier and returns the first attribute to the client. The first attribute is an attribute that is not affected by the player's game experience.
[0021] The system receives the first attribute returned by the server and changes the current character to the target character based on the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience.
[0022] Optionally, the client stores the current role's current role attributes, and the step of changing the current role to the target role based on the first attribute and a pre-stored second attribute corresponding to the current role includes:
[0023] If the current character attribute contains a target attribute that is the same as the first attribute, then the value of the target attribute is updated to the value of the first attribute to obtain the updated current character attribute;
[0024] The current character is changed to the target character based on the updated current character attributes and the pre-stored second attribute corresponding to the current character.
[0025] Thirdly, the present invention provides a game character changing device, applied to a server, wherein the server is communicatively connected to a client, and the device includes:
[0026] The identifier receiving module is used to receive the model identifier of the target character sent by the player through the client, wherein the target character is the character that the player wants to change the current character into;
[0027] The determination module is used to determine a first attribute corresponding to the target character based on the model identifier, wherein the first attribute is an attribute that is not affected by the player's game experience;
[0028] The return module is used to return the first attribute to the client, so that the client can change the current character to the target character according to the first attribute and a pre-stored second attribute corresponding to the current character, wherein the second attribute is an attribute affected by the player's game experience.
[0029] Fourthly, the present invention provides a game character changing device applied to a client, wherein the client is communicatively connected to a server, and the device includes:
[0030] The response module is used to respond to the player's character change operation in the client, wherein the change operation is used to select the model identifier of the target character that the player wants to change the current character to;
[0031] A sending module is used to send the model identifier to the server, so that the server determines the first attribute corresponding to the target character based on the model identifier and returns the first attribute to the client, wherein the first attribute is an attribute that is not affected by the player's game experience;
[0032] An attribute receiving module is used to receive the first attribute returned by the server, and change the current character to the target character according to the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience.
[0033] Fifthly, the present invention provides an electronic device, including a processor and a memory, the memory being used to store a program, and the processor being used to implement, when executing the program, the game character changing method as described in the first aspect above, or the game character changing method as described in the second aspect above.
[0034] In a sixth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game character changing method as described in the first aspect above, or implements the game character changing method as described in the second aspect above.
[0035] Compared with existing technologies, this invention manages attributes affected by player experience and attributes unaffected by player experience separately. When a player wants to change their character, only the attributes affected by player experience are changed, while the attributes unaffected by player experience remain unchanged. This avoids players having to start training from the initial basic level again after changing their character, which consumes a lot of time, thus meeting user needs and improving user experience. Attached Figure Description
[0036] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0037] Figure 1 Example diagrams illustrating application scenarios provided in embodiments of the present invention.
[0038] Figure 2 A block diagram of an electronic device provided in an embodiment of the present invention.
[0039] Figure 3 A flowchart of a game character modification method applied to a server, provided in an embodiment of the present invention. Figure 1 .
[0040] Figure 4 A flowchart of a game character modification method applied to a server, provided in an embodiment of the present invention. Figure 2 .
[0041] Figure 5 A flowchart example of a game character changing method applied to a client, provided in an embodiment of the present invention. Figure 1 .
[0042] Figure 6 A block diagram illustrating a first game character changing device applied to a server, as provided in an embodiment of the present invention.
[0043] Figure 7 A block diagram illustrating a second game character changing device applied to a client, as provided in an embodiment of the present invention.
[0044] Icons: 10-Server; 20-Client; 30-Electronic device; 31-Processor; 32-Memory; 33-Bus; 34-Communication interface; 100-First game character changing device; 110-Identifier receiving module; 120-Determining module; 130-Return module; 140-Update module; 200-Second game character changing device; 210-Response module; 220-Sending module; 230-Attribute receiving module. Detailed Implementation
[0045] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0046] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0047] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0048] In the description of this invention, it should be noted that if terms such as "upper," "lower," "inner," or "outer" are used to indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, or the orientation or positional relationship in which the product of this invention is usually placed, they are only for the convenience of describing this invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this invention.
[0049] Furthermore, the terms "first" and "second" are used only to distinguish descriptions and should not be interpreted as indicating or implying relative importance.
[0050] It should be noted that, where there is no conflict, the features in the embodiments of the present invention can be combined with each other.
[0051] Please refer to Figure 1 , Figure 1 This is an example diagram illustrating an application scenario provided in an embodiment of the present invention. Figure 1In this system, server 10 and client 20 are connected. Players change their character in the game software running on client 20. This change operation involves selecting the model identifier of the target character that the player wants to change their current character into. Client 20 sends the model identifier to server 10. Server 10 determines the first attribute corresponding to the target character based on the model identifier. The first attribute is an attribute that is not affected by the player's game experience. The server sends the first attribute to the client. Client 20 changes the current character into the target character based on the first attribute and the pre-stored second attribute corresponding to the current character. The second attribute is an attribute that is affected by the player's game experience. Thus, it is possible to change the target character while retaining the current character's attributes affected by game experience. Players do not need to cultivate from the basic level based on the target character.
[0052] Server 10 can be a physical computer or a virtual machine that can perform the same functions as a physical computer. It can be a single server, a server cluster composed of multiple servers, or a cloud server.
[0053] Client 20 can be a mobile phone, tablet, laptop, desktop computer, or other game console.
[0054] based on Figure 1 This embodiment also provides a block diagram of an electronic device 30, please refer to... Figure 2 , Figure 2 This is a block diagram of an electronic device 30 provided in an embodiment of the present invention. The electronic device 30 may be... Figure 1 The device is either server 10 or client 20. Electronic device 30 includes processor 31, memory 32, bus 33, and communication interface 34. Processor 31 and memory 32 are connected via bus 33. When electronic device 30 is server 10, processor 31 communicates with client 20 via communication interface 34; when electronic device 30 is client 20, processor 31 communicates with server 10 via communication interface 34.
[0055] Processor 31 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed through integrated logic circuits in the hardware of processor 31 or through software instructions. Processor 31 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application-Specific Integrated Circuit (ASIC), an On-Premises Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.
[0056] The memory 32 is used to store programs, such as the first game character changing device or the second game character changing device in the embodiments of the present invention. The first game character changing device or the second game character changing device includes at least one software function module that can be stored in the memory 32 in the form of software or firmware. After receiving the execution instruction, the processor 31 executes the program to implement the game character changing method in the embodiments of the present invention.
[0057] The memory 32 may include high-speed random access memory (RAM) or non-volatile memory. Optionally, the memory 32 may be a storage device built into the processor 31 or a storage device independent of the processor 31.
[0058] Bus 33 can be an ISA bus, PCI bus, or EISA bus, etc. Figure 2 It is indicated by a single double-headed arrow, but does not mean that there is only one bus or one type of bus.
[0059] Please refer to Figure 3 , Figure 3 A flowchart of a game character modification method applied to a server, provided in an embodiment of the present invention. Figure 1 This method is applied to Figure 1 Server 10 in the middle includes the following steps:
[0060] Step S100: Receive the model identifier of the target character sent by the player through the client. The target character is the character that the player wants to change the current character into.
[0061] In this embodiment, players can select a target character and change their current character to the target character through the interface of the game software running on the client. As one implementation, players can use the experience center provided by the game software. The entrance to the experience center can be placed at the edge of the minimap for easy access and character testing. The experience center displays many new character models, and players can select and interact with a particular model. Selecting a new character triggers a button next to it displaying various emotions such as joy, anger, sorrow, and happiness, as well as action demonstrations. Players can also choose to engage in PvP with the new character to experience its skills and actions. After selecting a new character's skill, the client 20 sends the skill to the server 10. The server 10 verifies the skill; successful verification allows the trial of the skill, and the server 10 notifies the client 20 of the verification result. The client 20 then begins displaying the skill.
[0062] In this embodiment, one role corresponds to one model identifier, and the model identifier is used to uniquely represent a model.
[0063] Step S101: Determine the first attribute corresponding to the target character based on the model identifier. The first attribute is an attribute that is not affected by the player's game experience.
[0064] In this embodiment, the first attribute is the attribute of the target character that is not affected by the player's game experience, including but not limited to the target character's fashion, equipment, gender, avatar image, running distance, defensive stride distance, personality voice, and sound of being hit.
[0065] Step S102: Return the first attribute to the client so that the client can change the current character to the target character based on the first attribute and the pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience.
[0066] In this embodiment, the second attribute is an attribute affected by the player's game experience, including, but not limited to, game experience points, level, money, etc.
[0067] The method provided in this embodiment manages attributes affected by the player's game experience and attributes unaffected by the player's game experience separately. When a player wants to change their character, they only change the attributes affected by the player's game experience, while the attributes unaffected by the player's game experience remain unchanged. This avoids players having to start training from the initial basic level again after changing their character, which consumes a lot of time, thus meeting user needs and improving user experience.
[0068] exist Figure 3 Based on this, this embodiment also provides an implementation method for determining the first attribute, please refer to... Figure 4 , Figure 4 A flowchart of a game character modification method applied to a server, provided in an embodiment of the present invention. Figure 2 Step S101 includes the following sub-steps:
[0069] Sub-step S1010: Determine the preset model whose preset identifier is the same as the model identifier as the target model.
[0070] In this embodiment, the server pre-stores the correspondence between preset identifiers of preset models and preset attribute identifiers that represent preset external attributes corresponding to preset models. Each preset attribute identifier corresponds to an external attribute list, which includes attributes that the character can perceive visually and audibly, such as appearance, accessories worn, clothing, and the sounds made by the character under various emotions.
[0071] Sub-step S1011: Determine the preset external attribute identifier corresponding to the preset identifier of the target model as the target identifier.
[0072] In this embodiment, the preset model, preset identifier, and preset external attribute identifier are shown in Table 1 as an example:
[0073] Table 1
[0074] Preset Model Preset logo Preset external attribute identifier A 1 A1 B 2 B2 C 3 C3
[0075] If the target model is A, then the target identifier is A1.
[0076] Sub-step S1012: Determine the first attribute from the list of external attributes corresponding to the target identifier.
[0077] In this embodiment, each preset external attribute identifier corresponds to an external attribute list, and the external attribute list includes at least one external attribute.
[0078] As one implementation method, the first attribute is determined as follows:
[0079] The external attribute that does not match the current character in the external attribute list will be used as the first attribute.
[0080] In this embodiment, the mismatch with the current character can be a gender mismatch, a personality mismatch, or a mismatch in expressions of joy, anger, sorrow, or happiness. For example, if the current character is female and the target character is male, then the external attributes related to clothing and expressions are the first attribute. The current character's clothing cannot be used for the target character, and the target character's clothing must be used. Therefore, the first attribute includes the clothing attribute among the external attributes of the target character. Of course, following a similar principle, other attributes included in the first attribute can also be determined.
[0081] In this embodiment, to persist changes to the player's character, the server pre-stores the player's current character's current model identifier and current external attributes. To automatically use the target character the next time the player continues playing, this embodiment also provides an implementation method:
[0082] First, update the current model identifier to the target role's model identifier.
[0083] Secondly, update the corresponding attribute in the current external attribute using the first attribute.
[0084] It should be noted that the attributes of the player's target character ultimately include the primary attribute, the current character's secondary attribute, and the external attributes of the current character that match the target character. For example, if the player's current character is female, equipped with a unisex helmet, and has 100 experience points, and the target character is male, after changing characters, the player's target character will still be male, wearing the same helmet as the current character, and still have 100 experience points. Thus, after changing characters, the player retains some attributes of the current character while also possessing some attributes of the target character, greatly satisfying the player's needs and improving the player experience.
[0085] This invention also provides an application for Figure 1 How to change game characters in client 20 Figure 5 A flowchart example of a game character changing method applied to a client, provided in an embodiment of the present invention. Figure 1 The method includes the following steps:
[0086] Step S200: Respond to the player's character change operation on the client. The change operation is used to select the model identifier of the target character that the player wants to change the current character to.
[0087] Step S201: Send the model identifier to the server so that the server determines the first attribute corresponding to the target character based on the model identifier and returns the first attribute to the client. The first attribute is an attribute that is not affected by the player's game experience.
[0088] Step S202: Receive the first attribute returned by the server, and change the current character to the target character according to the first attribute and the pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience.
[0089] The method provided in this embodiment manages attributes affected by the player's game experience and attributes unaffected by the player's game experience separately. When a player wants to change their character, the current character is changed to the target character based on the first attribute of the target character affected by the player's game experience and the second attribute of the current character affected by the player's game experience. This avoids players having to start training from the initial basic level again after changing their character, which consumes a lot of time, thus meeting user needs and improving user experience.
[0090] In this embodiment, to ensure that the client displays the target role selected by the user in a timely manner, the client stores the current role's current role attributes. As one implementation method, the current role is changed to the target role as follows:
[0091] If the current character attributes contain a target attribute that is the same as the first attribute, then the value of the target attribute is updated to the value of the first attribute, resulting in the updated current character attributes.
[0092] In this embodiment, the target attribute is the same as the first attribute in the current character's attributes. If a target attribute exists, the value of the target attribute is updated to the value of the first attribute. For example, if both the first attribute and the current character's attributes include gender, and the value of the gender in the first attribute is male, while the value of the gender in the current character's attribute is female, then the changed gender is female. If no target attribute exists, it can be added to the current character's attributes to obtain the updated attributes of the current character.
[0093] The current character is changed to the target character based on the updated current character attributes and the pre-stored second attribute corresponding to the current character.
[0094] In this embodiment, after changing the current role to the target role, in order to facilitate the synchronous update of the icon including the current role, this embodiment also provides an implementation method: obtaining the icon related to the current role; changing the current role in the icon to the target role.
[0095] As one implementation method, in order to find icons related to the current character more quickly, the icons can be named according to the identifier of the current character included in the icon. The current character changes its appearance, but the identifier of the current character remains unchanged. This allows for the quick finding of all icons that include the current character, such as avatar display, appearance showcase display, etc.
[0096] It should be noted that, in order to quickly update the corresponding character information, such as character attributes and model identifiers, when players modify their characters, the client 20 can store frequently modified attributes in a character information linked list. The linked list facilitates the retrieval of character information and reduces the retrieval pressure on the server 10.
[0097] To perform the corresponding steps in the above embodiments and various possible implementations, an implementation of the first game character changing device is given below. Please refer to... Figure 6 , Figure 6 This is a block diagram of the first game character changing device 100 provided in an embodiment of the present invention. It should be noted that the basic principle and technical effects of the first game character changing device 100 provided in this embodiment are the same as those in the above embodiments; however, for the sake of brevity, some details are not mentioned in this embodiment.
[0098] The first game character changing device 100, applied to a server, includes an identifier receiving module 110, a determination module 120, a return module 130, and an update module 140.
[0099] The identifier receiving module 110 is used to receive the model identifier of the target character sent by the player through the client. The target character is the character that the player wants to change the current character into.
[0100] The determination module 120 is used to determine the first attribute corresponding to the target character based on the model identifier. The first attribute is an attribute that is not affected by the player's game experience.
[0101] Optionally, the server pre-stores the correspondence between preset identifiers of preset models and preset attribute identifiers that represent preset external attributes corresponding to preset models. Each preset attribute identifier corresponds to a list of external attributes. The determining module 120 is specifically used to: determine the preset model with the same preset identifier as the model identifier as the target model; determine the preset external attribute identifier corresponding to the preset identifier of the target model as the target identifier; and determine the first attribute from the list of external attributes corresponding to the target identifier.
[0102] Optionally, when determining the first attribute from the list of external attributes corresponding to the target identifier, the determining module 120 is specifically used to: take the external attribute in the list of external attributes that does not match the current role as the first attribute.
[0103] The return module 130 is used to return the first attribute to the client so that the client can change the current character to the target character based on the first attribute and the pre-stored second attribute corresponding to the current character. The second attribute is an attribute that is affected by the player's game experience.
[0104] Optionally, the server pre-stores the current model identifier and current external attributes of the player's current character. The update module 140 is used to: update the current model identifier to the model identifier of the target character; and update the corresponding attribute in the current external attributes with the first attribute.
[0105] To perform the corresponding steps in the above embodiments and various possible implementations, an implementation of the second game character changing device 200 is given below. Please refer to... Figure 7 , Figure 7 This is a block diagram of the second game character changing device 200 provided in an embodiment of the present invention. It should be noted that the basic principle and technical effects of the second game character changing device 200 provided in this embodiment are the same as those in the above embodiments; however, for the sake of brevity, some details are not mentioned in this embodiment.
[0106] The second game character changing device 200 includes a response module 210, a sending module 220, and an attribute receiving module 230.
[0107] The response module 210 is used to respond to the player's character change operation in the client. The change operation is used to select the model identifier of the target character that the player wants to change the current character to.
[0108] The sending module 220 is used to send the model identifier to the server so that the server can determine the first attribute corresponding to the target character based on the model identifier and return the first attribute to the client. The first attribute is an attribute that is not affected by the player's game experience.
[0109] The attribute receiving module 230 is used to receive the first attribute returned by the server, and change the current character to the target character according to the first attribute and the pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience.
[0110] Optionally, the client stores the current role's attributes. The attribute receiving module 230 is specifically used to: if there is a target attribute in the current role's attributes that is the same as the first attribute, update the value of the target attribute to the value of the first attribute to obtain the updated current role's attributes; and change the current role to the target role based on the updated current role's attributes and the pre-stored second attribute corresponding to the current role.
[0111] This invention provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game character changing method applied to server 10 as described above, or implements the game character changing method applied to client 20 as described above.
[0112] In summary, this invention provides a game character changing method, apparatus, electronic device, and storage medium. The game character changing method applied to server 10 includes: receiving a model identifier of a target character sent by a player through a client, the target character being the character the player wants to change their current character into; determining a first attribute corresponding to the target character based on the model identifier, the first attribute being an attribute unaffected by the player's game experience; and returning the first attribute to the client, so that the client changes the current character into the target character based on the first attribute and a pre-stored second attribute corresponding to the current character, the second attribute being an attribute affected by the player's game experience. Compared with the prior art, this invention manages attributes affected by the player's game experience and attributes unaffected by the player's game experience separately. When a player wants to change their character, they only change the attributes affected by the player's game experience, while the attributes unaffected by the player's game experience remain unchanged. This avoids players having to start training from scratch after changing their character, consuming a lot of time and improving the user experience.
[0113] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for changing a game character, characterized in that, Applied to a server, the server communicates with a client. The server pre-stores a correspondence between preset identifiers of preset models and preset attribute identifiers representing preset external attributes corresponding to the preset models. Each preset attribute identifier corresponds to a list of external attributes. The method includes: Receive the model identifier of the target character sent by the player through the client. The target character is the character that the player wants to change the current character into. One character corresponds to one model identifier. The preset model whose preset identifier is the same as the model identifier is identified as the target model; The preset external attribute identifier corresponding to the preset identifier of the target model is determined as the target identifier; The external attribute that does not match the current character in the external attribute list corresponding to the target identifier is taken as the first attribute. The external attribute list includes at least one external attribute, including: gender, personality, facial expression, and the voice made by the character under various emotions. The first attribute is an attribute that is not affected by the player's game experience. The first attribute is returned to the client so that the client can change the current character to the target character based on the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute that is affected by the player's game experience.
2. The game character changing method as described in claim 1, characterized in that, The server pre-stores the player's current character's current model identifier and current external attributes, and the method further includes: Update the current model identifier to the model identifier of the target role; Update the corresponding attribute in the current external attributes using the first attribute.
3. A method for changing a game character, characterized in that, Applied to a client, the client communicates with a server, the server pre-stores a correspondence between preset identifiers of preset models and preset attribute identifiers representing preset external attributes corresponding to the preset models, each preset attribute identifier corresponds to a list of external attributes, and the method includes: The system responds to a player's character change operation on the client, whereby the change operation is used to select the model identifier of the target character that the player wants to change the current character to, with one model identifier corresponding to one character. The model identifier is sent to the server, so that the server determines the first attribute corresponding to the target character based on the model identifier and returns the first attribute to the client. The first attribute is an attribute that is not affected by the player's game experience. The system receives the first attribute returned by the server and changes the current character to the target character based on the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience. The server determines the first attribute by: determining a preset model with the same preset identifier as the model identifier as the target model; determining a preset external attribute identifier corresponding to the preset identifier of the target model as the target identifier; and taking an external attribute in the external attribute list corresponding to the target identifier that does not match the current character as the first attribute. The external attribute list includes at least one external attribute, and the external attribute includes: gender, personality, facial expression, and the voice made by the character under various emotions.
4. The game character changing method as described in claim 3, characterized in that, The client stores the current role's current role attributes. The step of changing the current role to the target role based on the first attribute and the pre-stored second attribute corresponding to the current role includes: If the current character attribute contains a target attribute that is the same as the first attribute, then the value of the target attribute is updated to the value of the first attribute to obtain the updated current character attribute; The current character is changed to the target character based on the updated current character attributes and the pre-stored second attribute corresponding to the current character.
5. A device for changing game characters, characterized in that, An application is made in a server that communicates with a client. The server pre-stores a correspondence between preset identifiers of preset models and preset attribute identifiers representing preset external attributes corresponding to the preset models. Each preset attribute identifier corresponds to a list of external attributes. The device includes: The identifier receiving module is used to receive the model identifier of the target character sent by the player through the client. The target character is the character that the player wants to change the current character into, and one character corresponds to one model identifier. The determination module is used to: determine a preset model whose preset identifier is the same as the model identifier as the target model; determine a preset external attribute identifier corresponding to the preset identifier of the target model as the target identifier; and take an external attribute in the external attribute list corresponding to the target identifier that does not match the current character as the first attribute, wherein the external attribute list includes at least one external attribute, and the external attribute includes: gender, personality, facial expression, and the voice made by the character under various emotions, wherein the first attribute is an attribute that is not affected by the player's game experience; The return module is used to return the first attribute to the client, so that the client can change the current character to the target character according to the first attribute and a pre-stored second attribute corresponding to the current character, wherein the second attribute is an attribute affected by the player's game experience.
6. A device for changing game characters, characterized in that, Applied to a client, the client communicates with a server, the server pre-stores a correspondence between preset identifiers of preset models and preset attribute identifiers representing preset external attributes corresponding to the preset models, each preset attribute identifier corresponds to a list of external attributes, and the device includes: The response module is used to respond to the player's character change operation on the client. The change operation is used to select the model identifier of the target character that the player wants to change the current character to. One character corresponds to one model identifier. A sending module is used to send the model identifier to the server, so that the server determines the first attribute corresponding to the target character based on the model identifier and returns the first attribute to the client, wherein the first attribute is an attribute that is not affected by the player's game experience; An attribute receiving module is used to receive the first attribute returned by the server, and change the current character to the target character according to the first attribute and a pre-stored second attribute corresponding to the current character. The second attribute is an attribute affected by the player's game experience. The server determines the first attribute by: determining a preset model with the same preset identifier as the model identifier as the target model; determining a preset external attribute identifier corresponding to the preset identifier of the target model as the target identifier; and taking an external attribute in the external attribute list corresponding to the target identifier that does not match the current character as the first attribute. The external attribute list includes at least one external attribute, and the external attribute includes: gender, personality, facial expression, and the voice made by the character under various emotions.
7. An electronic device, characterized in that, It includes a processor and a memory, the memory being used to store a program, and the processor being used to implement, when executing the program, the game character changing method as described in any one of claims 1-2, or the game character changing method as described in any one of claims 3-4.
8. A computer-readable storage medium, characterized in that, It stores a computer program that, when executed by a processor, implements the game character changing method as described in any one of claims 1-2, or implements the game character changing method as described in any one of claims 3-4.
Citation Information
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Method, device and network server for conversion of professional data
CN102867109A