Game attribute handling methods, devices, electronic devices and storage media
By responding to character configuration attribute update events in the game and determining a subset based on the triggering method and effect information, the problem of monotonous gameplay in existing technologies is solved, resulting in a richer gameplay experience and increased user activity.
Patent Information
- Application Number
- CN202311342832.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-16
- Publication Date
- 2025-12-02
- Estimated Expiration
- 2043-10-16
AI Technical Summary
In existing technologies, the way game character configuration attributes are provided results in low gameplay richness and makes it difficult to maintain long-term user activity.
By responding to update events of the character configuration attribute set, a subset is determined from the total set based on the triggering method and effect information, and the current set is updated. This controls the number of identical or similar attributes, achieving unsaturated configuration and enhancing the game's freshness and gameplay richness.
It enhances the variety of character configuration attributes and gameplay, increases user engagement and engagement, and ensures differentiation and fairness in the game process.
Smart Images

Figure CN119838232B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for handling attributes in games. Background Technology
[0002] Virtual characters and equipment in games typically have various attributes that grant them specific abilities or behaviors. One type of attribute is inherent to the virtual character or equipment and doesn't require player configuration; these are called inherent character attributes. Another type of attribute can be configured by the player; these are called configured character attributes. Examples include talents and runes. Talents are usually a type of attribute for game characters and can be categorized into physical attack, magical attack, and defensive types. Physical attack talents primarily enhance a character's physical attack capabilities, magical attack talents primarily enhance their magical attack capabilities, and defensive talents primarily enhance their defensive capabilities. Therefore, a character's talents directly affect their abilities and strength.
[0003] When a game is released, all the character configuration attributes (such as talents) are often provided to users at the same time. Users usually fix the strongest few character configuration attributes for each round of the game based on their own or others' game experience. This way of providing attributes results in low gameplay richness corresponding to the attribute, making it difficult to maintain long-term user activity. Summary of the Invention
[0004] The purpose of this disclosure is to provide a method, device, electronic device, and storage medium for handling attributes in games, so as to enhance the richness of character attribute configuration gameplay in games, thereby increasing the novelty and activity of users in the game.
[0005] This disclosure provides a method for handling attributes in a game. The method includes: responding to a configuration instruction for a virtual character, determining a target character configuration attribute from the current character configuration attribute set of the game according to the configuration instruction, and configuring the target character configuration attribute for the virtual character so that the virtual character performs game behavior in the game scene according to the target character configuration attribute; responding to an update event of the character configuration attribute set, determining a subset of character configuration attributes from the total set of character configuration attributes according to the triggering method of the character configuration attribute and / or the effect information of the character configuration attribute; wherein the subset of character configuration attributes includes a first number of character configuration attributes, the total set of character configuration attributes includes a second number of character configuration attributes, and the first number is less than the second number; updating the current character configuration attribute set of the game according to the subset of character configuration attributes, and using the updated character configuration attribute set as the new current character configuration attribute set of the game.
[0006] Secondly, embodiments of this disclosure also provide an attribute processing device in a game, the device comprising: an attribute configuration module, configured to, in response to a configuration instruction for a virtual character, determine a target character configuration attribute from the current character configuration attribute set of the game according to the configuration instruction, and configure the target character configuration attribute for the virtual character, so that the virtual character performs game behavior in the game scene according to the target character configuration attribute; a subset determination module, configured to, in response to an update event of the character configuration attribute set, determine a subset of character configuration attributes from the total set of character configuration attributes according to the triggering method of the character configuration attribute and / or the effect information of the character configuration attribute; wherein the subset of character configuration attributes includes a first number of character configuration attributes, the total set of character configuration attributes includes a second number of character configuration attributes, and the first number is less than the second number; and a set update module, configured to update the current character configuration attribute set of the game according to the subset of character configuration attributes, and use the updated character configuration attribute set as the new current character configuration attribute set of the game.
[0007] Thirdly, this disclosure also provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the attribute processing method in the above-mentioned game.
[0008] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the attribute processing method in the above-mentioned game.
[0009] This disclosure provides a method, apparatus, electronic device, and storage medium for handling attributes in a game. In response to an update event of a character configuration attribute set, a subset of character configuration attributes can be determined from the total set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes. The current character configuration attribute set is then updated based on this subset. By ensuring that the number of character configuration attributes in the subset (i.e., a first number) is less than the total number of character configuration attributes in the total set (i.e., a second number), an unsaturated configuration of the character configuration attribute set can be achieved. This results in a change in the current configuration attribute set compared to the previous one, thereby increasing the game's freshness. Furthermore, the method of determining the subset of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes can effectively control the number of identical or similar character configuration attributes, reducing the proportion of character configuration attributes with similar gameplay, thereby increasing the richness of character configuration attribute gameplay and enhancing user activity. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0011] Figure 1 A flowchart of a method for handling attributes in a game provided in this embodiment of the disclosure;
[0012] Figure 2 A flowchart illustrating a talent processing method in a game, provided as an embodiment of this disclosure;
[0013] Figure 3 This is a schematic diagram of the talent configuration page provided in an embodiment of the present disclosure;
[0014] Figure 4 A structural block diagram of an attribute processing device in a game provided in an embodiment of this disclosure;
[0015] Figure 5 A structural block diagram of another attribute processing device in a game provided in an embodiment of this disclosure;
[0016] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0017] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0018] First, let me introduce the terms involved in this disclosure:
[0019] (1) Virtual scene (game scene)
[0020] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0021] (2) Game Interface
[0022] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a UI for player interaction and a game screen. In optional embodiments, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional embodiments, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0023] (3) Virtual objects
[0024] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0025] (4) Player character (also known as player virtual object)
[0026] A player character is a virtual object that can be controlled by a player and move within a game environment. In some video games, it may also be called a shikigami (spirit) or hero. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.
[0027] (5) Season Reset
[0028] A season reset means starting a new round of matches, resetting all rankings, points, win rates, and other data to zero, requiring players to restart the game. The main purpose of a season reset is to ensure the game's competitiveness and fairness. When a round of matches ends, top-ranked players receive rewards, which can give some players an advantage in the later stages of the game, hindering the development of other players. A season reset allows all players to start afresh, giving them another chance to compete for top rankings, thus ensuring fairness. Season resets typically occur monthly or quarterly.
[0029] (6) Character Configuration Attributes
[0030] Character configuration attributes are those that players configure for their virtual characters using configuration commands or operations. These attributes can include talents, runes, inscriptions, and specific skills. Talents, in particular, are attributes of virtual objects in the game and can be categorized as physical attack, magical attack, and defensive. Physical attack talents primarily enhance a character's physical attack capabilities, magical attack talents primarily enhance their magical attack capabilities, and defensive talents primarily enhance their defensive capabilities. Therefore, a character's talents directly affect their abilities and strength.
[0031] Different games may categorize character configuration attributes differently. In this embodiment, from a gameplay perspective, character configuration attributes can be divided into core character configuration attributes and personal character configuration attributes. Core character configuration attributes are a relatively important type of attribute, typically offering clear or stable benefits and creating a strong sense of novelty in gameplay experiences. They are effective in altering the flow of a single game session, changing underlying rules, or modifying a key gameplay element within a single session (such as disguise / decoding, pursuit, or rescue). Personal character configuration attributes are less important than core character configuration attributes. They can be used to modify gameplay within a session, but their benefits are the opposite of core character configuration attributes; they are usually unstable, sometimes providing benefits and sometimes not, and creating a lower level of novelty in gameplay experiences.
[0032] Taking talent attributes as an example, from a gameplay perspective, talent types can be divided into core talents and personal talents. Core talents are a relatively important category, usually possessing clear or stable benefits and creating a strong sense of novelty in gameplay experiences. They are effective in altering the flow of a single game session, changing underlying rules, or influencing a key gameplay element within a single session (such as disguise / decoding, pursuit, or rescue). Personal talents, compared to core talents, are less important and are used to modify gameplay within a session. Their benefits are the opposite of core talents, usually unstable; personal talents sometimes provide benefits and sometimes do not, creating a lower level of novelty in gameplay experiences.
[0033] The aforementioned character configuration attributes can be pre-designed according to the game. The total number of character configuration attributes designed at different times within the same game may vary. Over time, some character configuration attributes may be deleted, and some newly designed character configuration attributes may be added. That is, the total set of character configuration attributes for the game will be updated periodically or irregularly. As one possible implementation, the total set of character configuration attributes can be designed and stored on an attribute design server. In this way, the game server can access and retrieve the total set of character configuration attributes from the attribute design server. Alternatively, the attribute design server can pre-distribute the latest set of character configuration attributes corresponding to the game server to the game server for its use. As another possible implementation, the aforementioned total set of character configuration attributes can also be designed and stored on the game server.
[0034] To enhance the richness of character configuration attributes in games, this disclosure provides a method, device, electronic device, and storage medium for processing game attributes. This technology can be applied to combat game scenarios to increase the richness of gameplay during battles and enhance the novelty of the user's gaming experience.
[0035] See Figure 1 The above describes a method for handling attributes in a game. This method can be applied to a game server and includes the following steps:
[0036] Step S100: In response to the configuration instruction for the virtual character, determine the target character configuration attribute from the current character configuration attribute set of the game according to the configuration instruction, and configure the target character configuration attribute for the virtual character so that the virtual character can perform game behavior in the game scene according to the target character configuration attribute.
[0037] In this embodiment, the current set of character configuration attributes in the game is a proper subset of the total set of character configuration attributes in the game. This means that the current set of character configuration attributes in the game can be different at different times or in different games, thus making the target character configuration attributes configured by the same player for the virtual character more flexible and diverse.
[0038] The target character configuration attributes are usually different for different players' virtual characters. Players can refer to the abilities of their virtual character's own identity and determine the target character configuration attributes from the current set of character configuration attributes in the game so that the virtual character can perform the game behavior corresponding to the target character configuration attributes in the game scene.
[0039] Step S102: In response to the update event of the aforementioned character configuration attribute set, determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes. The subset of character configuration attributes includes a first number of character configuration attributes, and the total set of character configuration attributes includes a second number of character configuration attributes, where the first number is less than the second number.
[0040] The triggering method of a character configuration attribute serves as its entry point, representing the scenario in which the attribute is released. The effect information of a character configuration attribute serves as its exit point, representing the corresponding benefits after its release. Typically, a subset of character configuration attributes is determined by referring to their triggering method and / or effect information. This ensures that the talent differences between attributes within the subset, or between the subset and the current set of character configuration attributes in the game, meet the set requirements.
[0041] The aforementioned requirements may include: the number of character configuration attributes with the same or similar triggering methods is less than a set first upper limit, and / or the number of character configuration attributes with the same or similar effect information is less than a set second upper limit. Here, similar triggering methods typically refer to the same trigger type. For example, if two character configuration attributes are both triggered by attack events, then these two character configuration attributes have similar triggering methods. Specifically, if the first character configuration attribute is triggered when a first attack event occurs, and the second character configuration attribute is triggered when a second attack event occurs, then the first and second character configuration attributes have similar triggering methods. Similarly, similar effect information typically refers to the same type of benefit after the character configuration attribute is released. For example, if two character configuration attributes both increase health after release, even if the amount of health increase differs, then these two character configuration attributes have similar effect information.
[0042] The total set of character configuration attributes is the collection of all character configuration attributes currently designed for the game. Game developers or other personnel can update the total set of character configuration attributes by designing new character configuration attributes or previously existing character configuration attributes.
[0043] When designing character configuration attributes, factors such as player activity, retention rate, and the number of new players attracted can be considered to design character configuration attributes suitable for a certain type of virtual character. The gameplay based on character configuration attributes can be as diverse as possible.
[0044] The first quantity mentioned above is the number of character configuration attributes that are expected to be set in the game for players to use. This first quantity is less than the total number of character configuration attributes in the total set of character configuration attributes (i.e., the second quantity), which can make the subset of character configuration attributes a proper subset of the total set of talents.
[0045] Step S104: Update the current character configuration attribute set of the game according to the above character configuration attribute subset, and use the updated character configuration attribute set as the new current character configuration attribute set of the game.
[0046] When updating the current character configuration attribute set of the game based on the above character configuration attribute subset, you can directly replace the current character configuration attribute set of the game with the character configuration attribute subset, or you can compare the character configuration attributes in the character configuration attribute subset and the current character configuration attribute set of the game one by one, and only replace the character configuration attributes in the current character configuration attribute set that are different from the character configuration attribute subset. The specific update method for the character configuration attribute set can be flexibly selected.
[0047] By updating the character configuration attribute set as described above, when players subsequently configure target character configuration attributes for virtual characters, they can determine the target character configuration attributes from the updated character configuration attribute set. In this way, the character configuration attributes configured for the virtual character will be as different as possible in different games.
[0048] The above method, in response to the update event of the aforementioned character configuration attribute set, can determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes. It then updates the current character configuration attribute set based on this subset. By ensuring that the number of character configuration attributes in the subset (i.e., the first number) is less than the total number of character configuration attributes in the total set (i.e., the second number), unsaturated configuration of the character configuration attribute set can be achieved. This results in a change in the current configuration attribute set compared to the previous one, thereby increasing the game's freshness. Furthermore, determining the subset of character configuration attributes based on the triggering method and / or effect information effectively controls the number of identical or similar character configuration attributes, reducing the proportion of character configuration attributes with similar gameplay, thus enhancing the richness of character configuration attribute gameplay and increasing user engagement.
[0049] Taking a character's configuration attributes that include talents as an example, the above method can perform the following steps (1) to (3) when talents are deployed:
[0050] (1) In response to the talent deployment trigger event in the game, determine the first number of talents to be deployed this time based on the total number of talents in the game's total talent set; where the first number is less than the total number of talents. The total talent set is the collection of all talents currently designed for the game. The total number of talents designed at different times in the same game may be different. Over time, some talents may be deleted, and some newly designed talents may be added. That is, the total talent set will be updated regularly or irregularly. In this step, the total talent set is the set of the most recently updated set. In talent design, factors such as player activity, retention rate, and the number of new players attracted can be considered to design talents suitable for a certain type of virtual character. The gameplay of talents can be as diverse as possible.
[0051] The aforementioned first quantity represents the expected number of talents to be deployed this time. This first quantity is less than the total number of talents in the overall talent set, ensuring that the talents deployed this time are a proper subset of the overall talent set. This talent deployment method is called unsaturated deployment. The specific magnitude of the first quantity is related to the total number of talents in the overall talent set. Generally, the first quantity is positively correlated with the total number of talents in the overall talent set; the larger the total number of talents in the overall talent set, the larger the first quantity. For example, the first quantity may be directly proportional to the total number of talents in the overall talent set, equaling the total number of talents in the overall talent set multiplied by a preset ratio value. This ratio value is greater than 0 and less than 1, such as any value between 1 / 3 and 2 / 3.
[0052] (2) Determine the target talent set with the first number of talents from the total talent set based on the talent triggering method and / or effect information, so that the talent difference corresponding to the target talent set meets the set requirements.
[0053] The triggering method of a talent is the talent entry point, representing the scenario in which the talent is released. The effect information of a talent is the talent exit point, representing the corresponding benefits after the talent is released. Typically, the triggering method and effect information are used to determine the target talent set, ensuring that the differences between talents within the target talent set, or between the target talent set and the talent set deployed in the previous game, meet the set requirements.
[0054] The aforementioned requirements may include: the number of talents with the same or similar triggering methods is less than a set first upper limit, and / or the number of talents with the same or similar effect information is less than a set second upper limit. Here, similar triggering methods typically refer to the same trigger type. For example, if two talents are both triggered by an attack event, then these two talents have similar triggering methods. Specifically, if the first talent is triggered when the first attack event occurs, and the second talent is triggered when the second attack event occurs, then the first talent and the second talent have similar triggering methods. Similarly, similar effect information typically refers to the type of benefit that the talent provides after activation being the same. For example, if two talents both increase health after activation, but the amount of health increase may differ, then these two talents have similar effect information.
[0055] (3) Place the above-mentioned target talent set into the above-mentioned game.
[0056] When deploying a target talent set, you can replace the talent set configured in the game with the target talent set, and clear the talents carried by each virtual object, so that players can reconfigure talents for virtual objects when starting the game.
[0057] During the talent deployment process, the above method achieves unsaturated talent deployment by ensuring that the number of talents in the target talent set is less than the total number of talents in the overall talent set. This results in variations in the talents deployed in the current deployment compared to the previous deployment, thereby increasing the game's freshness. At the same time, determining the target talents based on their triggering methods and effect information can effectively control the number of identical or similar talents, reducing the proportion of talents with similar gameplay, thus enhancing the richness of talent gameplay and increasing user engagement.
[0058] As one possible implementation, the method further includes: in response to an update event of the character configuration attribute set, determining a first quantity of character configuration attributes contained in the character configuration attribute subset based on a second quantity of character configuration attributes in the total character configuration attribute set. The specific size of the first quantity is related to the size of the second quantity; generally, the first quantity and the second quantity are positively correlated, with the larger the second quantity, the larger the first quantity. For example, the first quantity and the second quantity may be directly proportional, with the first quantity equal to the second quantity multiplied by a preset ratio value greater than 0 and less than 1, such as any value between 1 / 3 and 2 / 3. This method can achieve unsaturated configuration of the character configuration attribute set, thereby ensuring that the current character configuration attribute set differs from the previous one, thus increasing the game's freshness.
[0059] The update event for the aforementioned character configuration attribute set can be set according to actual application needs. For example, a set duration can be set according to the game's competition format, and the update duration of the game's character configuration attribute set can be monitored. If the update duration reaches the set duration, an update event for the character configuration attribute set is determined to have occurred. Based on this, the above-mentioned response to the update event of the character configuration attribute set, determining the first quantity of character configuration attributes contained in the character configuration attribute subset based on the second quantity of character configuration attributes in the total character configuration attribute set, includes: responding to the game's character configuration attribute set reaching the set duration, determining that an update event for the character configuration attribute set has occurred, and clearing the target character configuration attributes of the virtual character configuration in the game; and determining the first quantity of character configuration attributes contained in the character configuration attribute subset based on the second quantity of character configuration attributes in the total character configuration attribute set and a preset ratio value. The preset ratio value is a value greater than 0 and less than 1, so that the first quantity is less than the second quantity. By clearing the character configuration attributes of the virtual character configuration, players can try to use the new character configuration attributes in the character configuration attribute set more often, effectively improving the richness of character configuration attribute gameplay and enhancing player activity.
[0060] As one possible implementation, the duration is set to the season duration of the aforementioned game. Typically, each game will periodically start a new season, thereby updating the game-related content. Based on this, when the updated duration of the aforementioned character configuration attribute set reaches the season duration of the game, it can be determined that an update event of the character configuration attribute set has occurred, and then the character configuration attribute set can be updated according to the new season.
[0061] The aforementioned game can be a competitive game, and correspondingly, the total set of character configuration attributes includes the character configuration attributes of both sides in the competition. Based on this, determining the first quantity of character configuration attributes included in the character configuration attribute subset according to the second quantity and preset ratio value of character configuration attributes in the total set of character configuration attributes includes: multiplying the first quantity of character configuration attributes corresponding to the first opposing side in the total set of character configuration attributes by the first preset ratio value to obtain the first sub-quantity; multiplying the second quantity of character configuration attributes corresponding to the second opposing side in the total set of character configuration attributes by the second preset ratio value to obtain the second sub-quantity; and determining the first quantity of character configuration attributes included in the character configuration attribute subset based on the first and second sub-quantities. This method, by determining the first quantity of character configuration attributes in the character configuration attribute subset based on the total quantity of character configuration attributes of both sides, can maintain the proportion of each side's character configuration attributes, effectively maintaining the balance of power between the two sides and improving the fairness of the game.
[0062] To enhance the game's appeal, a certain number of seasonal themed character configuration attributes can be designed. These seasonal themed character configuration attributes are non-permanent and can be deployed according to a seasonal rotation. Based on this, the overall set of character configuration attributes includes both seasonal themed character configuration attributes and permanent character configuration attributes. Accordingly, determining a subset of character configuration attributes from the overall set based on their triggering method and / or effect information includes: selecting a target seasonal themed character configuration attribute from the seasonal themed character configuration attributes according to their rotation order; selecting a target permanent character configuration attribute from the permanent character configuration attributes according to their triggering method and / or effect information; and defining the target seasonal themed character configuration attribute and the target permanent character configuration attribute as the subset of character configuration attributes. The rotation order of the seasonal themed character configuration attributes can be based on a pre-defined sorting. For example, if there are four seasonal themed character configuration attributes, they can be sorted sequentially, and selection can be made based on the order of sorting. The first season selects the first season-themed character configuration attribute in the sorting, the second season selects the second season-themed character configuration attribute, and so on. All character configuration attributes in the total set, excluding the season-themed character configuration attributes, are permanent character configuration attributes. Selecting target permanent character configuration attributes based on their trigger methods and / or effect information ensures a degree of differentiation between selected target permanent character configuration attributes, preventing too many similar gameplay elements and enhancing gameplay richness. Furthermore, rotating the season-themed character configuration attributes ensures that each season has a different primary character configuration attribute, increasing the novelty of character configuration attributes.
[0063] As one possible implementation, the number of target season-themed character configuration attributes is N; N is an integer greater than 1, for example, N=1. The number of the third character configuration attributes in the target permanent character configuration attributes is N fewer than the number of the first; the differences between the various target permanent character configuration attributes meet the set requirements, which can ensure that there are not too many character configuration attributes with similar gameplay among the permanent character configuration attributes, thereby improving the richness of gameplay.
[0064] As one possible implementation, selecting target permanent character configuration attributes from the permanent character configuration attributes in the overall set of character configuration attributes, based on the triggering method and / or effect information of the character configuration attributes, includes: selecting target permanent character configuration attributes from the permanent character configuration attributes in the overall set of character configuration attributes where the number of target permanent character configuration attributes with the same triggering method and / or the same effect information is less than a preset upper limit. In this way, the number of target permanent character configuration attributes with the same triggering method and / or the same effect information can be controlled, thereby ensuring the difference between the selected target permanent character configuration attributes, reducing the number of character configuration attributes with similar gameplay, and enhancing the richness of gameplay.
[0065] To improve the efficiency of selecting target permanent character configuration attributes, these attributes can be stored in a table. Based on this, selecting target permanent character configuration attributes from the total set of permanent character configuration attributes, where the number of attributes with the same triggering method and / or the same effect information is less than a preset upper limit, includes: obtaining the permanent attribute table corresponding to the permanent character configuration attributes in the total set of character configuration attributes; wherein, the effect information of character configuration attributes in the same row of the permanent attribute table is the same, and the triggering method of character configuration attributes in the same column is the same; and selecting a third number of target permanent character configuration attributes from the permanent attribute table based on the maximum number of character configuration attributes allowed to be selected in each row and column. By storing permanent character configuration attributes in the form of a permanent attribute table, the attributes can be placed in different tables according to their entry and exit points. When selecting permanent character configuration attributes, target permanent character configuration attributes with certain differences can be quickly selected based on this table.
[0066] The maximum number of character configuration attributes that can be selected in each row and column of the aforementioned permanent attribute table can be determined based on the size of the third quantity. For example, the maximum number is positively correlated with the third quantity; the larger the third quantity, the more attributes can be selected. Typically, the maximum number is much smaller than the third quantity. The maximum number can be the integer part of the result obtained by dividing the third quantity by 10. For example, if the third quantity is 22, then the maximum number is 2, allowing a maximum of 2 character configuration attributes to be selected from the same row or column of the aforementioned permanent attribute table.
[0067] Based on the maximum number of character configuration attributes that can be selected in each row and column, the selection of the third number of target permanent character configuration attributes from the permanent attribute table can be specifically as follows: select the number of target permanent character configuration attributes less than or equal to the maximum number from each row of the permanent attribute table, or select the number of target permanent character configuration attributes less than or equal to the maximum number from each column of the permanent attribute table, until the number of selected target permanent character configuration attributes equals the third number and the selection ends.
[0068] If there are a large number of season-themed character configuration attributes, the season-themed character configuration attributes can also be stored in a table similar to the permanent attribute table mentioned above. In this way, the season-themed character configuration attributes can be selected according to the maximum number of rows and columns in the table.
[0069] Taking permanent character configuration attributes as permanent talents as an example, to improve the selection efficiency of target permanent talents, the aforementioned permanent talents can be stored in a table. Talents in the same row of the table have the same or similar effects, and talents in the same column of the table have the same triggering method. See Table 1 for one type of permanent talent table, where each entry corresponds to each triggering method of the talent, and each exit corresponds to each effect information of the talent.
[0070] Table 1
[0071]
[0072] Table 1 shows that the entry points for talents in each column are the same, and the exit points for talents in each row are the same. Taking talents A, B, and C as examples, the columns for talents A, B, and C all correspond to the first entry point, meaning that talents A, B, and C have the same trigger method. However, talents A, B, and C are in different rows, meaning that the effect information after talents A, B, and C are triggered and executed is different. By storing talents in the form of a permanent talent table, talents can be placed in different tables according to their entry and exit points. When selecting talents, one can quickly select target general talents with certain differences based on this table.
[0073] To ensure a certain difference between the updated set of character configuration attributes and the current set used in the game (i.e., the set before the update), the determination of a subset of character configuration attributes from the overall set based on the triggering methods and / or effect information of the attributes includes: determining a subset of character configuration attributes from the overall set of character configuration attributes based on the triggering methods and / or effect information of the attributes in the current set of character configuration attributes; wherein, the overall set of character configuration attributes is the total set of character configuration attributes designed for this game; the current set of character configuration attributes is the set of character configuration attributes configured in the most recent game; and the difference between the current set of character configuration attributes and the subset of character configuration attributes satisfies the aforementioned requirements. By considering the triggering methods and / or effect information of the attributes in the current set of character configuration attributes when determining the subset of character configuration attributes, the difference between the determined subset and the current set of character configuration attributes can meet the requirements, thereby allowing players to experience a fresh gameplay experience based on the updated subset of character configuration attributes.
[0074] Similar to the aforementioned permanent attribute table, to ensure a certain difference between the character configuration attributes and those in the current character configuration attribute set in the game, and to quickly determine a subset of character configuration attributes, the determination of a subset of character configuration attributes from the overall set of character configuration attributes, based on the triggering methods and / or effect information of the character configuration attributes in the current set of character configuration attributes, includes: obtaining the attribute master table corresponding to the overall set of character configuration attributes; wherein, character configuration attributes in the same row in the attribute master table have the same effect information, and character configuration attributes in the same column have the same triggering methods; marking the character configuration attributes in the current set of character configuration attributes in the attribute master table; and selecting a first number of character configuration attributes based on the marked attribute master table to obtain a subset of character configuration attributes. By marking the character configuration attributes in the current set of character configuration attributes in the attribute master table, the row and column of the character configuration attributes in the current set of character configuration attributes can be clearly identified. This allows for the selection of character configuration attributes from other rows and columns in the attribute master table, or the selection of as few character configuration attributes as possible from the rows and columns corresponding to the marked attributes, ensuring a certain difference between the determined subset of character configuration attributes and those in the current set of character configuration attributes in the game.
[0075] From the perspective of character configuration attribute gameplay, character configuration attributes can be divided into core character configuration attributes and personal character configuration attributes. The total set of character configuration attributes includes a fourth number of core character configuration attributes and a fifth number of personal character configuration attributes. Among them, core character configuration attributes correspond to a fixed first benefit value, and personal character configuration attributes correspond to a non-fixed second benefit value. Usually, the first benefit value is greater than the second benefit value to reflect the importance of core character configuration attributes. Based on this, the subset of character configuration attributes is determined from the total set of character configuration attributes according to the triggering method and / or effect information of character configuration attributes, including: (1) determining the sixth number of core character configuration attributes and the seventh number of personal character configuration attributes according to the character configuration attribute carrying rules corresponding to the virtual characters in the game; wherein, the sum of the sixth number and the seventh number is equal to the first number; the above character configuration attribute carrying rules represent the types of character configuration attributes that virtual characters are allowed to carry and the number of character configuration attributes corresponding to the character configuration attribute types. The character configuration attribute types include core character configuration attributes and personal character configuration attributes; as a possible implementation method, the character configuration attribute carrying rules may include: one core character configuration attribute + three personal character configuration attributes. (2) Based on the triggering method and / or effect information of the character configuration attributes, select the sixth target core character configuration attribute from the fourth number of core character configuration attributes, and select the seventh target personal character configuration attribute from the fifth number of personal character configuration attributes; (3) Take the target core character configuration attributes and the target personal character configuration attributes as a subset of character configuration attributes. By considering the triggering method and / or effect information of the character configuration attributes, the differences between the selected target core character configuration attributes and the target personal character configuration attributes can meet the above-mentioned requirements, so that the subset of character configuration attributes determined this time has a certain difference from the character configuration attributes in the current set of character configuration attributes in the game.
[0076] Taking character configuration attributes, including talents, as an example, talents can be divided into two types: core talents and personal talents. The talent carrying rules stipulate that each virtual character can carry a specified number of talents of each type. This rule allows for various combinations of different talent types, increasing the freedom of talent-based gameplay and effectively promoting core user retention. Furthermore, this method of dividing talents into two categories based on their importance is relatively simple, lowering the understanding threshold for players and effectively increasing the probability of retention for general users.
[0077] The specific methods for selecting target core character configuration attributes and target personal character configuration attributes based on the triggering method and / or effect information of the character configuration attributes can also refer to the character configuration attribute storage method in the table above, and will not be elaborated here.
[0078] As one possible implementation, the above-mentioned response to a configuration command for a virtual character, determining a target character configuration attribute from the current set of character configuration attributes in the game according to the configuration command, and configuring the target character configuration attribute for the virtual character includes: in response to a configuration trigger command for a virtual character, providing an attribute configuration page containing character configuration attribute slots and the current set of character configuration attributes in the game; wherein, the ratio of the number of core character configuration attributes to personal character configuration attributes in the character configuration attribute slots is a preset ratio, such as 1:3; in response to a configuration operation command for a character configuration attribute slot, configuring the target character configuration attribute corresponding to the configuration operation command onto the virtual character. Through this method of combining character configuration attributes, players can experience the fun and benefits brought by various combinations of character configuration attributes, enhancing the richness of character configuration attribute gameplay and user activity.
[0079] Assuming a game has completed the design and review of character configuration attributes (e.g., talents), the first faction has 50-60 character configuration attributes, and the second faction has 50-60 character configuration attributes, for a total of 110 character configuration attributes. Then, in each season's game version, each faction can release (i.e., deploy) 20-30 character configuration attributes, for a total of approximately 50. This number can be maintained in subsequent seasons, but the types of character configuration attributes can change. If the character configuration attribute carrying rule adopts "1 core talent + 3 individual talents," then the number of core character configuration attributes deployed accounts for 25% of the total number of deployed talents.
[0080] See Figure 2 The flowchart shown illustrates a method for handling talents in a game. This method uses a character's configuration attributes that include talents as an example, and includes the following steps:
[0081] Step S202: Design talents, and determine the entry and exit points for each talent.
[0082] To reduce the competition for design space between talents, character skills, and reusable items, which could lead to a similar design experience, this embodiment takes into account the players of the already designed character skills and reusable items when designing talents. In particular, it considers the entry and exit points of character skills and reusable items gameplay, so that the entry and exit points of talent gameplay are different from those of these gameplay methods.
[0083] Step S204: Divide the designed talents into permanent talents and season-themed talents.
[0084] Typically, there are far fewer seasonal themed talents than permanent talents. For example, there can be dozens or even hundreds of permanent talents, while there are usually only three to five seasonal themed talents. Different games usually have different seasonal themed talents and permanent talents.
[0085] Step S206: Implement unsaturated deployment of permanent talents and season-themed talents.
[0086] As one possible implementation, in the first season of the game, only "Permanent Talents" could be available, with a total of 50 talents. In the second season, a new season-themed talent could be added, and the "Permanent Talents" type could be selected again, also with a total of 50 talents. In the third season, the season-themed talent from the second season could be switched to another season-themed talent, and the "Permanent Talents" type could be selected again, also with a total of 50 talents. In the fourth season, based on the season-themed talents from the third season, a new season-themed talent could be added, or the season-themed talents from the second season could be rotated, and the "Permanent Talents" type could be selected again, resulting in a total of 51 talents.
[0087] From the perspective of reducing maintenance costs, when there are more than 100 permanent talents in the talent system and more than three seasonal theme talents, talents can be automatically rotated and deployed according to the seasonal theme. Under this deployment method, seasonal theme talents can be rotated in a certain order. About 50 talents are deployed each season, and the set talent deployment and screening strategy is followed. For example, the 50 talents deployed can first avoid the deployment of similar talent effects (i.e., there is only one talent with similar effect information), and secondly, try to avoid the deployment of the same talent for two consecutive seasons. If the number of talents under this strategy is less than 50, then the talents deployed for two consecutive seasons can have a certain number of the same talents.
[0088] Step S208: Based on the importance of the gameplay, the permanent talents and season-themed talents are divided into core talents and personal talents, and the number of core talents and personal talents that can be carried is set. The core talents and personal talents are set in the game's talent configuration page according to the set classification and arrangement method, so that users can select and use them during the game.
[0089] See Figure 3The talent configuration page shown is an illustration. Core Talent 10 includes Talents 11 through 16. Talents 11, 12, and 13 are of one type, such as offensive talents. Talents 14, 15, and 16 are of another type, such as magic resistance talents. Players can choose one talent from these six core talents for their virtual character. Personal Talents 20 include six types of talents, with three talents in each type. Talents 21, 22, and 23 are of the first type; talents 24, 25, and 26 are of the second type; talents 31, 32, and 33 are of the third type; talents 34, 35, and 36 are of the fourth type; talents 41, 42, and 43 are of the fifth type; and talents 44, 45, and 46 are of the sixth type. Players can choose three talents from these six types for their virtual character.
[0090] Figure 3 Compared to a tree-like talent structure, the talent configuration page shown offers greater scalability. Whether expanding talent types or adding new talents to existing types, it can be done directly within the talent configuration page. Figure 3 Adding talents is straightforward by simply adding them to the talent structure shown, making it relatively easy to add new talents and maintaining a high level of gameplay freshness. Furthermore, the combination of core talents and personal talents means that when a player finds the optimal talent, it only affects talents of the corresponding type. Compared to methods that do not categorize talent types, this embodiment has significantly lower talent maintenance costs.
[0091] Corresponding to the above method, this embodiment also provides an attribute processing device in a game, see [link to relevant documentation]. Figure 4 The device includes the following modules:
[0092] The attribute configuration module 402 is used to respond to a configuration instruction for a virtual character, determine a target character configuration attribute from the current character configuration attribute set of the game according to the configuration instruction, and configure the target character configuration attribute for the virtual character so that the virtual character performs game behavior in the game scene according to the target character configuration attribute;
[0093] The subset determination module 404 is used to respond to the update event of the character configuration attribute set and determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering method of the character configuration attributes and / or the effect information of the character configuration attributes; wherein the subset of character configuration attributes includes a first number of character configuration attributes, the total set of character configuration attributes includes a second number of character configuration attributes, and the first number is less than the second number;
[0094] The set update module 406 is used to update the current set of character configuration attributes of the game according to the set of character configuration attributes, and to use the updated set of character configuration attributes as the new set of character configuration attributes of the game.
[0095] The aforementioned device, in response to an update event of the aforementioned character configuration attribute set, can determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes, and update the current character configuration attribute set of the game based on this subset. By ensuring that the number of character configuration attributes in the subset (i.e., the first number) is less than the total number of character configuration attributes in the total set (i.e., the second number), unsaturated configuration of the character configuration attribute set can be achieved, thereby making the current configuration of the character configuration attribute set different from the previous one, thus increasing the freshness of the game. In addition, the method of determining the subset of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes can effectively control the number of identical or similar character configuration attributes, reduce the proportion of character configuration attributes with similar gameplay, thereby increasing the richness of character configuration attribute gameplay and improving user game activity.
[0096] As one possible implementation, the subset determination module 404 is further configured to: in response to an update event of the character configuration attribute set, determine a first number of character configuration attributes included in the character configuration attribute subset based on a second number of character configuration attributes in the total set of character configuration attributes. This method enables unsaturated configuration of the character configuration attribute set, thereby ensuring that the current character configuration attribute set differs from the previous one, thus increasing the game's freshness.
[0097] As one possible implementation, the subset determination module 404 is further configured to: in response to the updated duration of the game's character configuration attribute set reaching a set duration, determine that an update event of the character configuration attribute set has occurred, and clear the target character configuration attributes of the virtual character configuration in the game; and determine the first number of character configuration attributes included in the character configuration attribute subset based on the second number of character configuration attributes in the total character configuration attribute set and a preset ratio value. By clearing the character configuration attributes of the virtual character configuration, players can try to use the character configuration attributes in the new character configuration attribute set more often, effectively improving the richness of character configuration attribute gameplay and enhancing player activity.
[0098] As one possible implementation, the duration is set to the season duration of the game.
[0099] As one possible implementation, the subset determination module 404 is further configured to: multiply the number of first-party character configuration attributes corresponding to the first opposing side in the total set of character configuration attributes by a first preset ratio value to obtain a first subset quantity; multiply the number of second-party character configuration attributes corresponding to the second opposing side in the total set of character configuration attributes by a second preset ratio value to obtain a second subset quantity; and determine the first quantity of character configuration attributes included in the subset of character configuration attributes based on the first subset quantity and the second subset quantity. By determining the quantity of character configuration attributes in the current subset of character configuration attributes based on the total quantity of character configuration attributes of each opposing side, the proportion of each opposing side's character configuration attributes can be maintained, effectively maintaining the balance of strength between the opposing sides and improving the fairness of the game.
[0100] As one possible implementation, the total set of character configuration attributes includes seasonal theme character configuration attributes and permanent character configuration attributes. The subset determination module 404 is further configured to: select a target seasonal theme character configuration attribute from the seasonal theme character configuration attributes according to the rotation order of the seasonal theme character configuration attributes; select a target permanent character configuration attribute from the permanent character configuration attributes according to the triggering method and / or effect information of the character configuration attribute; and determine the target seasonal theme character configuration attribute and the target permanent character configuration attribute as a subset of character configuration attributes. The method of selecting a target permanent character configuration attribute based on the triggering method and / or effect information in the permanent character configuration attributes can maintain a certain degree of difference between the selected target permanent character configuration attributes, ensuring that there are not too many character configuration attributes with similar gameplay in the determined subset of character configuration attributes, thus enhancing the richness of gameplay. Furthermore, the method of rotating seasonal theme character configuration attributes ensures that each season has at least one different major character configuration attribute, increasing the freshness of the character configuration attributes.
[0101] The number of target season theme character configuration attributes is N; the third number of character configuration attributes in the target permanent character configuration attributes is N fewer than the first number; the differences between each of the target permanent character configuration attributes meet the set requirements.
[0102] The subset determination module 404 is further configured to: select, from the permanent character configuration attributes in the total set of character configuration attributes, target permanent character configuration attributes with the same triggering method and / or the same effect information, where the number of such target permanent character configuration attributes is less than a preset upper limit. For example: obtain the permanent attribute table corresponding to the permanent character configuration attributes in the total set of character configuration attributes; wherein, the effect information of character configuration attributes in the same row is the same, and the triggering method of character configuration attributes in the same column is the same; select the third number of target permanent character configuration attributes from the permanent attribute table according to the upper limit of the number of character configuration attributes allowed to be selected in each row and column. By storing character configuration attributes in the form of a permanent attribute table, character configuration attributes can be placed in different tables according to their entry and exit points. When selecting character configuration attributes, target permanent character configuration attributes with certain differences can be quickly selected based on this table.
[0103] The aforementioned subset determination module 404 is further configured to determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering methods and / or effect information of the character configuration attributes in the current set of character configuration attributes in the game; wherein, the total set of character configuration attributes is the total set of character configuration attributes designed for the game; the current set of character configuration attributes is the set of character configuration attributes configured in the game most recently; and the difference in character configuration attributes between the current set of character configuration attributes and the subset of character configuration attributes meets the set requirements. By considering the triggering methods and / or effect information of the character configuration attributes in the current set of character configuration attributes when determining the subset of character configuration attributes, the difference in character configuration attributes between the determined subset of character configuration attributes and the current set of character configuration attributes in the game can meet the set requirements, thereby allowing players to experience the freshness of gameplay based on the current subset of character configuration attributes.
[0104] The aforementioned subset determination module 404 is further configured to: obtain an attribute master table corresponding to the total set of character configuration attributes; wherein, the effect information of character configuration attributes in the same row in the attribute master table is the same, and the triggering method of character configuration attributes in the same column is the same; mark the character configuration attributes in the current set of character configuration attributes in the game in the attribute master table; select the first number of character configuration attributes according to the marked attribute master table to obtain a subset of character configuration attributes. By marking the character configuration attributes in the current set of character configuration attributes in the attribute master table, it is clear that the row and column of the character configuration attributes in the current set of character configuration attributes in the game are located. Therefore, character configuration attributes can be selected from other rows and columns in the attribute master table, or as few character configuration attributes as possible can be selected from the row and column corresponding to the marked character configuration attributes, so that the determined subset of character configuration attributes has a certain difference from the character configuration attributes in the current set of character configuration attributes in the game.
[0105] The total set of character configuration attributes includes a fourth number of core character configuration attributes and a fifth number of personal character configuration attributes; wherein, the core character configuration attributes correspond to a fixed first benefit value, and the personal character configuration attributes correspond to a non-fixed second benefit value; accordingly, the subset determination module 404 is further configured to: determine a sixth number corresponding to the core character configuration attributes and a seventh number corresponding to the personal character configuration attributes according to the character configuration attribute carrying rules corresponding to the virtual characters in the game; wherein, the sum of the sixth number and the seventh number is equal to the first number; the character configuration attribute carrying rules characterize the types of character configuration attributes that the virtual characters are allowed to carry and the number of character configuration attributes corresponding to the character configuration attribute types, the character configuration attribute types include core character configuration attributes and personal character configuration attributes; select a sixth number of target core character configuration attributes from the fourth number of core character configuration attributes and select a seventh number of target personal character configuration attributes from the fifth number of personal character configuration attributes according to the triggering method and / or effect information of the character configuration attributes; and take the target core character configuration attributes and the target personal character configuration attributes as a subset of character configuration attributes. By considering the triggering methods and / or effect information of character configuration attributes, the differences between the selected target core character configuration attributes and the target personal character configuration attributes can be made to meet the set requirements, thereby realizing the difference between the determined subset of character configuration attributes and the character configuration attributes in the current set of character configuration attributes in the game.
[0106] See Figure 5 Another schematic diagram of the attribute processing device in the game is provided. Figure 4 Based on the device shown, the attribute configuration module 402 in the device further includes the following units:
[0107] The configuration trigger unit 52 is used to respond to the configuration trigger command for the virtual character and provide an attribute configuration page containing character configuration attribute slots and the current set of character configuration attributes in the game; wherein, the ratio of the number of core character configuration attributes to the number of personal character configuration attributes in the character configuration attribute slots is a preset ratio.
[0108] The configuration operation unit 54 is configured to, in response to a configuration operation instruction for the character configuration attribute slot, configure the target character configuration attribute corresponding to the configuration operation instruction to the virtual character.
[0109] By using the above-mentioned character configuration attribute combination method, players can experience the fun and benefits brought by a variety of different character configuration attribute combinations, which enhances the richness of character configuration attribute gameplay and user activity.
[0110] The attribute processing device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts of the attribute processing device in the game embodiment not mentioned can be referred to the corresponding content in the aforementioned attribute processing embodiment of the game.
[0111] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0112] This disclosure also provides an electronic device, such as... Figure 6 The diagram shows the structure of the electronic device, which includes a processor 61 and a memory 60. The memory 60 stores computer-executable instructions that can be executed by the processor 61. The processor 61 executes the computer-executable instructions to implement the attribute processing method in the game.
[0113] exist Figure 6 In the illustrated embodiment, the electronic device further includes a bus 62 and a communication interface 63, wherein the processor 61, the communication interface 63, and the memory 60 are connected via the bus 62.
[0114] The memory 60 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 63 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 62 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 62 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0115] Processor 61 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 61 or by instructions in software form. Processor 61 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), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 61 reads the information in the memory and, in conjunction with its hardware, completes the steps of the attribute processing method in the game described in the aforementioned embodiment. The specific steps are as described above. Figure 1The steps in the flowchart shown are as follows.
[0116] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the attribute processing method in the aforementioned game. For specific implementation details, please refer to the foregoing method embodiments, which will not be repeated here.
[0117] The computer program products of the game attribute processing method, apparatus and electronic device provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0118] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0119] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0120] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure 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 disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0121] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for handling attributes in a game, characterized in that, The method includes: In response to a configuration instruction for a virtual character, a target character configuration attribute is determined from the current character configuration attribute set of the game according to the configuration instruction, and the target character configuration attribute is configured for the virtual character so that the virtual character performs game behavior in the game scene according to the target character configuration attribute; In response to an update event of the character configuration attribute set, a subset of character configuration attributes is determined from the total set of character configuration attributes based on the triggering method of the character configuration attributes and / or the effect information of the character configuration attributes; wherein, the subset of character configuration attributes includes a first number of character configuration attributes, and the total set of character configuration attributes includes a second number of character configuration attributes, wherein the first number is less than the second number; The game's current character configuration attribute set is updated based on the character configuration attribute subset, and the updated character configuration attribute set is used as the game's new current character configuration attribute set. The method further includes: In response to the game's character configuration attribute set reaching a set update duration, an update event for the character configuration attribute set is determined to have occurred, and the target character configuration attribute of the virtual character in the game is cleared. Based on the second quantity of character configuration attributes in the total set of character configuration attributes and the preset ratio value, determine the first quantity of character configuration attributes contained in the subset of character configuration attributes.
2. The method according to claim 1, characterized in that, The set duration is the season duration of the game.
3. The method according to claim 1, characterized in that, Based on the second quantity of character configuration attributes in the total set of character configuration attributes and the preset ratio value, the first quantity of character configuration attributes included in the subset of character configuration attributes is determined as follows: Multiply the number of first-party character configuration attributes corresponding to the first opposing party in the total set of character configuration attributes by the first preset ratio value to obtain the first sub-number; Multiply the number of second-party character configuration attributes corresponding to the second opposing party in the total set of character configuration attributes by the second preset ratio value to obtain the second sub-number; The first number of character configuration attributes contained in the character configuration attribute subset is determined based on the first number and the second number.
4. The method according to claim 1, characterized in that, The overall set of character configuration attributes includes season-themed character configuration attributes and permanent character configuration attributes. A subset of character configuration attributes is determined from the overall set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes. Select the target season theme character configuration attribute from the season theme character configuration attributes according to the rotation order of the season theme character configuration attributes; Based on the triggering method of the character configuration attribute and / or the effect information of the character configuration attribute, select the target permanent character configuration attribute from the permanent character configuration attributes; The target season theme character configuration attributes and the target permanent character configuration attributes are determined as a subset of character configuration attributes.
5. The method according to claim 4, characterized in that, The number of target season theme character configuration attributes is N; the third number of character configuration attributes in the target permanent character configuration attributes is N fewer than the first number; the differences between each of the target permanent character configuration attributes meet the set requirements.
6. The method according to claim 5, characterized in that, Based on the triggering method and / or effect information of the character configuration attribute, the target permanent character configuration attribute is selected from the permanent character configuration attributes in the total set of character configuration attributes, including: From the permanent character configuration attributes in the total set of character configuration attributes, select target permanent character configuration attributes whose number of target permanent character configuration attributes with the same triggering method and / or the same effect information is less than a preset upper limit.
7. The method according to claim 6, characterized in that, From the set of permanent character configuration attributes, the permanent character configuration attributes whose number of identical triggering methods and / or identical effect information is less than a preset upper limit include: Obtain the permanent attribute table corresponding to the permanent character configuration attributes of the total set of character configuration attributes; wherein, the effect information of the character configuration attributes in the same row in the permanent attribute table is the same, and the triggering method of the character configuration attributes in the same column is the same; Based on the maximum number of character configuration attributes that can be selected in each row and column, select the third number of target permanent character configuration attributes from the permanent attribute table.
8. The method according to claim 1, characterized in that, The subset of character configuration attributes is determined from the total set of character configuration attributes based on the triggering method and / or effect information of the character configuration attributes, including: Based on the triggering methods and / or effect information of the character configuration attributes in the current character configuration attribute set of the game, a subset of character configuration attributes is determined from the total set of character configuration attributes; wherein, the total set of character configuration attributes is the total set of character configuration attributes designed for the game; the current set of character configuration attributes is the set of character configuration attributes configured in the game most recently; the differences in character configuration attributes between the current set of character configuration attributes and the subset of character configuration attributes meet the set requirements.
9. The method according to claim 8, characterized in that, Based on the triggering methods and / or effect information of the character configuration attributes in the current set of character configuration attributes in the game, the subset of character configuration attributes determined from the total set of character configuration attributes includes: Obtain the attribute table corresponding to the total set of character configuration attributes; wherein, the effect information of the character configuration attributes in the same row in the attribute table is the same, and the triggering method of the character configuration attributes in the same column is the same; Mark the character configuration attributes in the current character configuration attribute set of the game in the attribute summary table; Select the first number of character configuration attributes from the marked attribute table to obtain a subset of character configuration attributes.
10. The method according to claim 1, characterized in that, The total set of role configuration attributes includes a fourth number of core role configuration attributes and a fifth number of personal role configuration attributes; wherein, the core role configuration attributes correspond to a fixed first benefit value, and the personal role configuration attributes correspond to a non-fixed second benefit value; the subset of role configuration attributes determined from the total set of role configuration attributes based on the triggering method and / or the effect information of the role configuration attributes includes: Based on the character configuration attribute carrying rules corresponding to the virtual characters in the game, the sixth quantity corresponding to the core character configuration attribute and the seventh quantity corresponding to the personal character configuration attribute are determined; wherein, the sum of the sixth quantity and the seventh quantity is equal to the first quantity; the character configuration attribute carrying rules represent the types of character configuration attributes that the virtual character is allowed to carry and the number of character configuration attributes corresponding to the character configuration attribute types, wherein the character configuration attribute types include core character configuration attributes and personal character configuration attributes; Based on the triggering method and / or effect information of the character configuration attributes, select the sixth target core character configuration attribute from the fourth number of core character configuration attributes, and select the seventh target personal character configuration attribute from the fifth number of personal character configuration attributes. The target core role configuration attributes and the target personal role configuration attributes are taken as a subset of role configuration attributes.
11. The method according to claim 1, characterized in that, In response to a configuration instruction for a virtual character, determining a target character configuration attribute from the current character configuration attribute set of the game according to the configuration instruction, and configuring the target character configuration attribute for the virtual character includes: In response to a configuration trigger command for a virtual character, an attribute configuration page is provided, which includes character configuration attribute slots and the current set of character configuration attributes in the game; wherein, the ratio of the number of core character configuration attributes to the number of personal character configuration attributes in the character configuration attribute slots is a preset value; In response to a configuration operation command for the character configuration attribute slot, the target character configuration attribute corresponding to the configuration operation command is configured in the virtual character.
12. An attribute processing device in a game, characterized in that, The device includes: The attribute configuration module is used to respond to configuration instructions for virtual characters, determine target character configuration attributes from the current character configuration attribute set of the game according to the configuration instructions, and configure the target character configuration attributes for the virtual character so that the virtual character can perform game behaviors in the game scene according to the target character configuration attributes; A subset determination module is used to respond to an update event of the character configuration attribute set and determine a subset of character configuration attributes from the total set of character configuration attributes based on the triggering method of the character configuration attributes and / or the effect information of the character configuration attributes; wherein the subset of character configuration attributes includes a first number of character configuration attributes, the total set of character configuration attributes includes a second number of character configuration attributes, and the first number is less than the second number; The set update module is used to update the current set of character configuration attributes of the game according to the subset of character configuration attributes, and to use the updated set of character configuration attributes as the new current set of character configuration attributes of the game. The subset determination module is further configured to: in response to the updated duration of the game's character configuration attribute set reaching a set duration, determine that an update event of the character configuration attribute set has occurred, and clear the target character configuration attributes of the virtual character configuration in the game; and determine the first number of character configuration attributes included in the character configuration attribute subset based on the second number of character configuration attributes in the total set of character configuration attributes and a preset ratio value.
13. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 11.
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