Information processing program, information processing method, and game device
By introducing automated processing programs in the game, the game is allowed to be automatically performed without player operations and ended according to time conditions, the problem of reduced player convenience is solved and the player's willingness and experience of playing the game is improved.
Patent Information
- Application Number
- CN202380072285.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-10-14
- Filing Date
- 2023-10-11
- Publication Date
- 2025-05-16
AI Technical Summary
The existing gaming technology has led to a decrease in convenience for players, which in turn has reduced players' willingness to play games.
By designing an information processing program, players allow them to automatically execute multiple specific content in the game without player operations, and end the game according to preset time conditions, and provide corresponding rewards and screen displays.
It improves players' convenience and willingness to play games, enables players to receive rewards in an automated gaming environment, and enhances the gaming experience.
Smart Images

Figure CN120018891A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method and a game device. Background Art
[0002] Conventionally, as shown in Patent Document 1, for example, a type of game called a so-called idle game has been proposed, in which after a player instructs the execution of the game, the game automatically progresses, and when a predetermined period of time has passed, the result of the automatic progress is notified to the user.
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent No. 6748838 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] Generally, there is a problem that when the convenience of the player related to the game is reduced, the player's willingness to play the game is reduced.
[0008] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the player's willingness to play the game by improving the player's convenience.
[0009] Solutions for solving problems
[0010] In order to solve the above problems, the information processing program causes the computer to perform the following processing:
[0011] executing the specific content for which a start condition is satisfied among a plurality of specific contents, wherein the specific contents do not require a player's operation or game activation in the progress of the game and an elapsed time is specified as an end condition for completing the game;
[0012] Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; and
[0013] A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.
[0014] Alternatively, the computer may further perform the following processing:
[0015] permitting the start of execution of the specific content based on an operation of the first operation unit by the player in a start screen displaying the first operation unit for starting execution of the specific content;
[0016] displaying a second operation unit for starting execution of the specific content in the specific screen; and
[0017] Based on the player's operation on the second operation unit, the specific content is allowed to start execution without displaying the start screen.
[0018] In order to solve the above problem, an information processing method is performed by one or more computers. In the information processing method, the computer performs the following processing:
[0019] executing the specific content for which a start condition is satisfied among a plurality of specific contents, wherein the specific contents do not require a player's operation or game activation in the progress of the game and an elapsed time is specified as an end condition for completing the game;
[0020] Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; and
[0021] A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.
[0022] In order to solve the above problem, the game device includes one or more computers, wherein the computer performs the following processing:
[0023] executing the specific content for which a start condition is satisfied among a plurality of specific contents, wherein the specific contents do not require a player's operation or game activation in the progress of the game and an elapsed time is specified as an end condition for completing the game;
[0024] Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; and
[0025] A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.
[0026] Effects of the Invention
[0027] According to the present invention, it is possible to improve the player's willingness to play the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] [ Figure 1 ] Figure 1 It is an explanatory diagram showing a schematic configuration of an information processing system.
[0029] [ Figure 2 ] Figure 2 A is a diagram illustrating the hardware configuration of a player terminal. Figure 2 B is a diagram illustrating the hardware configuration of the server.
[0030] [ Figure 3 ] Figure 3 A is a diagram illustrating an example of a home page screen. Figure 3 B is a diagram illustrating an example of an all-player character confirmation screen.
[0031] [ Figure 4 ] Figure 4 A is a diagram illustrating an example of a story screen. Figure 4 B is a diagram illustrating an example of a level screen.
[0032] [ Figure 5 ] Figure 5 A is a diagram illustrating an example of a main story stage screen. Figure 5 B is a diagram illustrating an example of a main story stage selection screen. Figure 5 C is a diagram illustrating an example of a team selection screen.
[0033] [ Figure 6 ] Figure 6 A is a diagram illustrating an example of a battle game screen. Figure 6 B is a diagram illustrating an example of the first result screen. Figure 6 C is a diagram illustrating an example of the second result screen.
[0034] [ Figure 7 ] Figure 7 A is a diagram illustrating an example of an expedition home page screen. Figure 7 B is a diagram for explaining an example of a dispatch destination selection screen.
[0035] [ Figure 8 ] Figure 8 A is a diagram illustrating an example of a menu screen. Figure 8 B is a first diagram for explaining an example of a notification setting screen. Figure 8 C is a second diagram illustrating an example of the notification setting screen.
[0036] [ Fig. 9 ] Fig. 9 A is a diagram illustrating an example of an expedition completion notification. Fig. 9 B is a first diagram for explaining an example of a priority setting screen. Fig. 9 C is a second diagram illustrating an example of the priority setting screen.
[0037] [ Fig.10 ] Fig.10 A is a first diagram for explaining an example of a first screen for changing priority levels. Fig.10 B is a first diagram for explaining an example of a second priority change screen.
[0038] [ Fig.11 ] Fig.11 A is a second diagram for explaining an example of a second priority change screen. Fig.11 B is a second diagram for explaining an example of the first priority change screen.
[0039] [ Fig.12 ] Fig.12 A is a first diagram for explaining an example of the automatic grouping setting screen. Fig.12 B is a second diagram for explaining an example of the automatic grouping setting screen.
[0040] [ Fig.13 ] Fig.13 A is a first diagram for explaining an example of a composition screen. Fig.13 B is a second diagram for explaining an example of the composition screen. Fig.13 C is a third diagram illustrating an example of a composition screen.
[0041] [ Fig.14 ] Fig.14 A is a diagram for explaining an example of a composition screen when the first automatic composition function is used. Fig.14 B is a diagram for explaining an example of a composition screen when the second automatic composition function is used.
[0042] [ Fig.15 ] Fig.15 A is a fourth diagram illustrating an example of a composition screen. Fig.15 B is a first diagram illustrating an example of a time reduction screen. Fig.15 C is a fifth diagram illustrating an example of a composition screen.
[0043] [ Fig.16 ] Fig.16 A is a diagram illustrating an example of a confirmation screen. Fig.16 B is a diagram illustrating an example of a screen display when an expedition begins. Fig.16 C is a first diagram illustrating an example of a time-reduced performance screen.
[0044] [ Fig.17 ] Fig.17 A is a diagram for explaining an example of a dispatch destination selection screen during execution of the expedition game. Fig.17 B is a diagram for explaining an example of a time reduction screen during execution of the expedition game.
[0045] [ Fig.18 ] Fig.18 A is a diagram for explaining an example of a confirmation screen for allowing a player to confirm the use of the shortening function during execution of an expedition game. Fig.18 B is a diagram for explaining an example of a dispatch destination selection screen displayed when the shortening function is used during execution of the expedition game.
[0046] [ Fig.19 ] Fig.19 A is a diagram illustrating an example of a retreat confirmation screen. Fig.19 B is a diagram illustrating an example of an expedition retreat screen.
[0047] [ Fig. 20 ] Fig. 20 A is a diagram for explaining an example of a dispatch destination selection screen when an expedition is completed. Fig. 20 B is a diagram illustrating an example of an expedition completion screen.
[0048] [ Fig.21 ] Fig.21 This is a diagram for explaining an example of a re-dispatch screen.
[0049] [ Fig. 22 ] Fig. 22 A is a diagram illustrating an example of an expedition homepage screen when the expedition is completed. Fig. 22 B is a diagram for explaining an example of a concentrated expedition completion screen.
[0050] [ Fig.23 ] Fig.23 This is a diagram for explaining an example of a re-dispatch screen.
[0051] [ Fig.24 ] Fig.24 A is the first figure illustrating an example of a joint expedition screen. Fig.24 B is a second figure illustrating an example of a joint expedition screen.
[0052] [ Fig.25 ] Fig.25 This is a diagram for explaining an example of a combined expedition confirmation screen.
[0053] [ Fig.26 ] Fig.26 A is a diagram illustrating an example of a screen showing a list of squads during an expedition. Fig.26 B is a diagram for explaining an example of a turn addition completion screen.
[0054] [ Fig. 27 ] Fig. 27 A is the first figure showing an example of the all-player character details screen. Fig. 27 B is a second figure showing an example of the all-player character details screen.
[0055] [ Fig.28 ] Fig.28This is a diagram that explains the classes of EX equipment.
[0056] [ Fig.29 ] Fig.29 A is a diagram showing an example of a one-touch request EX equipment setting screen. Fig.29 B is a diagram showing an example of a priority status screen.
[0057] [ Fig.30 ] Fig.30 A is a diagram showing an example of a one-click request EX equipment confirmation screen. Fig.30 B is a diagram showing an example of an EX equipment exchange details screen.
[0058] [ Fig.31 ] Fig.31 A is a diagram showing an example of an EX equipment change screen. Fig.31 B is a diagram showing an example of an EX equipment reset confirmation screen. Fig.31 C is a diagram showing an example of an EX equipment exchange confirmation screen.
[0059] [ Fig.32 ] Fig.32 A is a diagram showing an example of an EX equipment upper limit release screen. Fig.32 B is a diagram that explains the enhancement and upper limit opening of EX equipment. Fig.32 C is a diagram showing an example of an item details screen.
[0060] [ Fig.33 ] Fig.33 A is a diagram showing an example of an EX equipment upper limit release confirmation screen. Fig.33 B is a diagram showing an example of an equipment enhancement item return screen.
[0061] [ Fig.34 ] Fig.34 A is a diagram showing an example of an EX equipment enhancement screen. Fig.34 B is a diagram showing an example of a usage reinforcement point setting screen. Fig.34 C is a diagram showing an example of an EX equipment enhancement confirmation screen.
[0062] [ Fig.35 ] Fig.35 This is a diagram showing an example of a one-click entrustment enhancement setting screen.
[0063] [ Fig.36 ] Fig.36 A is a first diagram showing an example of an item list screen. Fig.36 B is a second diagram showing an example of the item list screen.
[0064] [ Fig.37 ] Fig.37 A is a diagram showing an example of a disassembly confirmation screen. Fig.37 B is a diagram showing an example of a decomposition result screen.
[0065] [ Fig.38 ] Fig.37 This is a diagram showing an example of a one-touch entrustment splitting setting screen.
[0066] [ Fig.39 ] Fig.39 A is a diagram showing an example of a location acquisition screen. Fig.39 B is a diagram showing an example of an expedition departure screen. Fig.39 C is a diagram showing an example of an expedition result screen. Fig.39 D is a diagram showing an example of an expedition confirmation screen. D is a diagram showing an example of a result screen.
[0067] [ Fig.40 ] Fig.40 It is a diagram showing an example of the automatic decomposition setting screen.
[0068] [ Fig.41 ] Fig.41 This is a diagram for explaining the structure of a memory in a player terminal and its function as a computer.
[0069] [ Fig.42 ] Fig.42 This is a diagram for explaining the structure of a memory in a server and its function as a computer.
[0070] [ Fig.43 ] Fig.43 This is a flowchart illustrating the EX equipment management process in the player terminal.
[0071] [ Fig.44 ] Fig.44 This is a flowchart illustrating the EX equipment acquisition location processing in the player terminal. DETAILED DESCRIPTION
[0072] Hereinafter, one embodiment of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in the embodiment are merely examples for easy understanding, and unless otherwise specified, they do not limit the present invention. In addition, in this specification and the accompanying drawings, for elements having substantially the same function and structure, repeated descriptions are omitted by marking the same reference numerals, and illustrations of elements that are not directly related to the present invention are omitted.
[0073] (Overall Structure of Information Processing System S)
[0074] Figure 11 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client server system including a player terminal 1 functioning as a client, that is, a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0075] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 each share the function of controlling the progress of the game, and the game can be progressed through the cooperation of the player terminal 1 and the server 1000 .
[0076] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 widely includes electronic devices that can communicate with the server 1000 wirelessly or by wire. As the player terminal 1, for example, a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. can be listed. In this embodiment, a case where a smartphone is used as the player terminal 1 is described.
[0077] The server 1000 is connected to a plurality of player terminals 1 for communication. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 updates the accumulated information based on the operation input from the player terminal 1, and causes the player terminal 1 to download images and various information.
[0078] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information with the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.
[0079] (Hardware Configuration of Player Terminal 1 and Server 1000)
[0080] Figure 2 A is a diagram for explaining the hardware structure of the player terminal 1. Figure 2 B is a diagram illustrating the hardware structure of the server 1000. Figure 2 As shown in FIG. 1A , the player terminal 1 includes a CPU (Central Processing Unit) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .
[0081] In addition, if Figure 2As shown in FIG. 1B , the server 1000 includes a CPU 1010 , a memory 1012 , a bus 1014 , an input / output interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .
[0082] In addition, the structures and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the structure of the hardware of the player terminal 1 will be described below, and the description of the server 1000 will be omitted.
[0083] The CPU 10 controls the progress of the game by executing the program stored in the memory 12. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and is used to store programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0084] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0085] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0086] The communication unit 20 is wirelessly connected to the communication base station Na to transmit and receive information such as various data and programs with the server 1000 via the communication network N. In the player terminal 1 , programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18 .
[0087] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., for inputting the player's operation (accepting the operation). In addition, the input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may also be composed of an acceleration sensor for detecting the tilt or movement of the player terminal 1 or a microphone for detecting the player's voice. That is, the input unit 22 widely includes a device that can input the player's intention in a recognizable manner.
[0088] The output unit 24 is configured to include a display device and a speaker. In addition, the output unit 24 may also be a device connected (externally connected) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch panel overlapped with the display 26 as the input unit 22.
[0089] (Game Content)
[0090] Next, an example is used to illustrate the content of the game provided by the information processing system S (game device G) of the present embodiment. In the present embodiment, a so-called battle game is provided in which one or more friendly characters are grouped and made to fight against enemy characters. In addition, in the present embodiment, a game of the type called a so-called placement game (in the present embodiment, called an "expedition game") is provided independently of the above-mentioned battle game in which one or more friendly characters that are grouped are dispatched. In the game of the present embodiment, a plurality of friendly characters are provided to the player by the operation side of the game. For example, the player can have a plurality of friendly characters obtained by drawing a so-called gashapon (Japanese: ガチャ), and friendly characters distributed from the operation side.
[0091] In a battle game, a player can select one or more characters from the characters they own to form a team. The player can use the team to play the battle game. In a battle game, the purpose is to get rewards by defeating (eliminating) enemy characters. Players can play a variety of battle games with different enemy characters and difficulty levels.
[0092] In addition, in the expedition game, the player can select one or more of his own characters from his own characters to form a team. The player can use the formed team to play the expedition game. In the expedition game, "expedition" is carried out, and "expedition" means that the characters formed into the team are dispatched for a predetermined required time. Moreover, based on the passage of the required time, the expedition game is completed (cleared), and the player can receive a reward. That is, in order to start the expedition game, the player's operation and the start of the game are required. On the other hand, the expedition game (specific content) after the start has the following gameplay: the player's operation and the start of the game are not required in the progress of the game, and the game progresses according to the passage of time.
[0093] Moreover, in the expedition game, the purpose is to send the characters of the party organized into the team for a predetermined required time to obtain rewards. In this embodiment, for example, a variety of expedition games can be played, and the details are described later. The difficulty based on the required time, the combat power of the team, etc. varies depending on the type of expedition game.
[0094] Figure 3 A is a diagram showing an example of the home page screen 40 . Figure 3 B is a diagram showing an example of the player's character confirmation screen 50 . Figure 4 A is a diagram showing an example of the story screen 60 . Figure 4 B is a diagram showing an example of the level screen 70 .
[0095] Figure 3 The home screen 40 shown in A is the screen that is first displayed after the player clicks the display 26 in the title screen (not shown) (that is, after the game starts). Figure 3 As shown in A, in the home screen 40, a menu bar 41 is displayed at the lower part of the display 26. The menu bar 41 is displayed at the lower part of the display 26 in a normal screen other than a title screen (not shown).
[0096] The menu bar 41 is provided with a plurality of operation units that can be operated (clicked) by the player. The menu bar 41 is provided with a home screen selection operation unit 41a labeled "Home", a character confirmation screen selection operation unit 41b labeled "Character", a story screen selection operation unit 41c labeled "Story", a level screen selection operation unit 41d labeled "Level", a gashapon screen selection operation unit 41e labeled "Gachapon", and a menu screen selection operation unit 41f labeled "Menu". In addition, in the menu bar 41, the operation unit corresponding to each screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0097] When the home screen selection operation portion 41a is clicked, Figure 3The home screen 40 shown in A is displayed on the display 26. In addition, when the own character confirmation screen selection operation part 41b is clicked, Figure 3 The own character confirmation screen 50 shown in B is displayed on the display 26. In addition, when the story screen selection operation unit 41c is clicked, Figure 4 The story screen 60 shown in A is displayed on the display 26. In addition, when the level screen selection operation unit 41d is clicked, Figure 4 The level screen 70 shown in C is displayed on the display 26 .
[0098] In addition, when the gashapon screen selection operation unit 41e is clicked, a gashapon screen (not shown) is displayed on the display 26. In addition, when the menu screen selection operation unit 41f is clicked, a menu screen (not shown) is displayed on the display 26. In addition, although detailed description is omitted, a gashapon lottery that can obtain a character of one's own by lottery can be performed on the gashapon screen. In addition, game settings and various information can be confirmed on the menu screen.
[0099] A head display area 42 is provided at the top of the home screen 40. At least a portion of the player information associated with the player ID is displayed in the head display area 42. For example, level information 42a indicating the player's level and a physical strength display bar 42b indicating the player's physical strength are displayed in the head display area 42. Figure 3 As shown in A, the player's physical strength is displayed in numerical form at the lower part of the physical strength display bar 42b.
[0100] The player information includes the player ID, character identification information for identifying the player's own character (hereinafter referred to as the player's own character ID), level information 42a, physical strength information displayed in the physical strength display bar 42b, story progress information described later, completion information of the battle game, in-game currency information indicating the amount of in-game currency held by the player, item information indicating the type and amount of items held by the player, expedition game information indicating the progress status of the expedition game, various game play information set for each expedition game, expedition game setting information indicating various items that have become available, etc.
[0101] In addition, physical strength is a parameter required by the player to play a battle game. In this embodiment, a plurality of battle games are provided, and a consumption value of physical strength required to play the game, a maximum number of times that can be executed in a day, etc. are set for each battle game. When playing a battle game for which a consumption value of physical strength required to play the game is set, the player consumes physical strength to play the battle game. Therefore, if the physical strength is insufficient, the player cannot play the battle game.
[0102] Although detailed description is omitted, if a player wins a battle game, he or she can obtain a specified value as the player experience value. Moreover, each time the player experience value reaches a certain value, the player level rises. An upper limit value of physical strength is set for the player level. As the player level rises, the upper limit value of physical strength increases. The physical strength is restored to a specified value (for example, 1 point) at a certain time interval (for example, 5 minutes) within the upper limit value range. In the physical strength display bar 42b, the remaining amount of the current physical strength relative to the upper limit value of the physical strength is displayed in a manner that allows visual grasp. In addition, the value of the physical strength displayed at the bottom of the physical strength display bar 42b, that is, as Figure 3 In the example of A, "260 / 277" indicates "277" which is the upper limit of the physical strength in the denominator, and "260" which is the current physical strength of the player in the numerator.
[0103] On the other hand, in this embodiment, the player can play the expedition game without consuming the above-mentioned physical strength. That is, for example, even if the physical strength is exhausted due to playing the battle game, the expedition game can be executed. However, it can also be set that physical strength needs to be consumed in order to play the expedition game.
[0104] In addition, when the own character confirmation screen selection operation part 41b of the menu bar 41 is clicked, Figure 3 The all-player character confirmation screen 50 shown in B is displayed on the display 26. On the all-player character confirmation screen 50, images of all all-player characters corresponding to the all-player character IDs associated with the player ID are displayed.
[0105] That is, all the own characters owned by the player are displayed in the own character confirmation screen 50. In addition, regarding the own character ID, a different ID is assigned to each own character. Furthermore, when a player obtains a new own character through, for example, a gashapon draw, the own character ID of the obtained own character is associated with the player ID of the player.
[0106] Stars (levels), experience points, and ranks are stored corresponding to the characters. The experience points increase when the battle game described later is won or when a specified item is used. The rank is set corresponding to the experience points, and the rank increases whenever the experience points reach a specified value. In addition, an upper limit value of the rank is set for each character, and the rank increases only within the range up to the upper limit value.
[0107] In addition, for the own character, the basic values of combat power such as health, attack power, and defense power are set based on the stars (levels) and levels. The higher the combat power of the own character, the more advantageously the player can make the battle game progress. In addition, the more stars (levels) increase, and the higher the level, the higher the basic values set for the own character.
[0108] In the own character confirmation screen 50, the own character can be equipped with weapons, armor, accessories and other equipment (set for the own character). For each equipment, an additional value for attack power, defense power, etc. is set. When the equipment is equipped, the additional value of each equipment is added to the above-mentioned basic value, so that the combat power of the own character can be improved. Information related to these weapons, armor, accessories and other equipment is also associated with the own character ID and constitutes a part of the player information.
[0109] In addition, in this embodiment, equipment items are roughly divided into normal equipment and EX equipment. Normal equipment can be obtained as a reward when completing the battle game and expedition game described later. EX equipment can be obtained as a reward when completing the expedition game described later. On the other hand, in this embodiment, EX equipment cannot be obtained as a reward when completing the battle game described later. In other words, EX equipment is more difficult to obtain than normal equipment, and can be said to be a highly rare equipment item.
[0110] In addition, in this embodiment, the above-mentioned additional value set for EX equipment is set to be relatively larger than the above-mentioned additional value set for normal equipment. In other words, it can be said that EX equipment is relatively more advantageous to the player than normal equipment.
[0111] As described above, in this embodiment, EX equipment is more difficult to obtain than normal equipment and is relatively more advantageous to the player. This can arouse the player's desire to play the expedition game in which EX equipment can be obtained to facilitate the progress of the battle game.
[0112] In addition, it is also possible that the player can obtain normal equipment and EX equipment as a distribution from the operator or as a reward in various activities. In addition, it is also possible that the player can obtain normal equipment and EX equipment through a lottery called a so-called gashapon. In this case, it can also be set that the probability of selecting EX equipment in a specified gashapon is lower than the probability of selecting normal equipment in a specified gashapon. In addition, EX equipment will be described in detail later.
[0113] In addition, in the present embodiment, special items are provided for increasing the star (level) of one's own character. The player can increase the star (level) of one's own character by consuming the special item corresponding to the one's own character whose star (level) is to be increased in the one's own character confirmation screen 50. In addition, the player can obtain the special item as a reward for completing the battle game and expedition game described later.
[0114] When the story screen selection operation portion 41c of the menu bar 41 is clicked, Figure 4 The story screen 60 shown in A is displayed on the display 26. Figure 4As shown in FIG. 2A , a menu bar 41 , a head display area 42 , a main story selection operation unit 61 , and a character story selection operation unit 62 are displayed on the story screen 60 .
[0115] When the main story selection operation unit 61 in the story screen 60 is clicked, a main story screen (not shown) is displayed on the display 26. In the main story screen, a plurality of main stories that are unlocked according to the degree of progress of a "main level" described later are displayed. When a new main story is unlocked by the player gradually advancing the main level described later, the player can browse the unlocked main story from the main story screen (not shown).
[0116] In addition, when the operation Figure 4 When the character story selection operation unit 62 is operated in the story screen 60 shown in A, a character story (not shown) that is unlocked according to the intimacy of the own character is displayed on the display 26.
[0117] In addition, the intimacy of the own character increases when the battle game described later is won or when a specified item is used. Every time the intimacy reaches a specified value, the level of intimacy increases. In addition, an upper limit value of the level of intimacy is set for the own character, and the level only increases within the range up to the upper limit value. When the intimacy of the own character rises to the upper limit value, all the character stories for the own character are opened. Moreover, when a new character story is opened, the player can browse the opened character story from the character story screen not shown.
[0118] Back to Figure 3 A, when the level screen selection operation unit 41d of the menu bar 41 is clicked, Figure 4 The level screen 70 shown in B is displayed on the display 26. The level screen 70 displays the menu bar 41, the head display area 42, and a plurality of game type selection operation units 71 in which the types of games provided are recorded. Here, five types of games are provided, and five game type selection operation units 71 are displayed.
[0119] The game type selection operation unit 71 includes a main line level selection operation unit 71a recorded as "main line level", a guild battle selection operation unit 71b recorded as "guild battle", a 1 on 1 battle selection operation unit 71c recorded as "1 on 1 battle", a 3 on 3 battle selection operation unit 71d recorded as "3 on 3 battle", and an expedition selection operation unit 71e recorded as "expedition".
[0120] When the main line stage selection operation unit 71a is clicked, a main line stage screen 72 ( Figure 5A) is displayed on the display 26. In addition, when the guild battle selection operation unit 71b is clicked, the guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1 to 1 battle selection operation unit 71c is clicked, the 1 to 1 battle screen (not shown) is displayed on the display 26. In addition, when the 3 to 3 battle selection operation unit 71d is clicked, the 3 to 3 battle screen (not shown) is displayed on the display 26. In addition, when the expedition selection operation unit 71e is clicked, the expedition home page screen 90 (described later) is displayed. Figure 7 A) is displayed on the display 26.
[0121] In addition, depending on the type of game, an opening condition is sometimes set. As an opening condition, for example, the player level is above a specified value, other specified games are completed, etc. In addition, the type of each game includes multiple games (layers or rounds). Open conditions are also set for these games. Moreover, when the opening condition is met, the game opening information contained in the player information is updated.
[0122] In the player terminal 1, whether the game has been released is determined based on the game release information, and only the game type selection operation unit 71 of the game that meets the release condition accepts the player's operation. Therefore, the player can only play the game that meets the release condition.
[0123] When clicked Figure 4 When the main line stage selection operation unit 71a is used in the stage screen 70 shown in B, Figure 5 The main line stage screen 72 indicated by A is displayed on the display 26 .
[0124] Figure 5 A is a diagram illustrating an example of the main-line stage screen 72 . Figure 5 B is a diagram for explaining an example of the main line stage selection screen 74 . Figure 5 C is a diagram illustrating an example of the team selection screen 77.
[0125] The main line stage screen 72 displays a menu bar 41 , a head display area 42 , and a main line stage operation unit 73 for selecting a plurality of battle games (layers) belonging to the main line stage.
[0126] The mainline level operation unit 73 also displays the completion information of each battle game. The completion information is represented by, for example, three stars. In a battle game belonging to the mainline level, when the battle game is completed, stars are obtained according to the number of own characters whose health value is 0 at the time of completion. For example, if there is no own character with a health value of 0, 3 stars are obtained, if there is only one own character with a health value of 0, 2 stars are obtained, and if there are more than two own characters with a health value of 0, 1 star is obtained.
[0127] exist Figure 5 In the example of A, 3 stars were obtained in the battle game "1-1", 2 stars were obtained in the battle game "1-2", and 1 star was obtained in the battle game "1-3". In addition, no star was obtained in the battle game "1-4", indicating that the battle game has not been completed.
[0128] In addition, in the main story level, the completion of the previous battle game is set as the opening condition. Figure 5 In the example of A, since the battle games up to "1-3" have been completed, the battle game "1-4" is opened, but the battle games after the battle game "1-4" (after "1-5" not shown) are not opened.
[0129] When the main line stage operation unit 73 of the battle game, for example, "1-4" is operated on the main line stage screen 72, Figure 5 A main line stage selection screen 74 shown in B is displayed on the display 26. The main line stage selection screen 74 displays enemy characters appearing in the battle game and items (rewards) obtainable in the battle game.
[0130] In addition, the physical strength after consumption when the physical strength is consumed to challenge the battle game is displayed on the main line stage selection screen 74. Here, the physical strength displayed is changed from the current physical strength 260 to 252.
[0131] In addition, the main line stage selection screen 74 displays a challenge operation unit 75 with the word “Challenge” for challenging the battle game and a cancel operation unit 76 with the word “Cancel” for terminating the process corresponding to the screen currently being displayed.
[0132] When the cancel operation unit 76 is operated, Figure 5 The main line stage screen 72 shown in A is displayed on the display 26, and the challenge to the battle game "1-4" that was selected is terminated.
[0133] On the other hand, when the challenge operation unit 75 is operated, Figure 5 The party selection screen 77 shown in C is displayed on the display 26. All the friendly characters possessed by the player are displayed on the party selection screen 77. In addition, on the party selection screen 77, a selected friendly character display area 78 for displaying the selected friendly character is displayed at the bottom.
[0134] In addition, the team selection screen 77 displays an EX equipment operation unit 77 x in which “EX equipment” is written, a cancel operation unit 76 , and a battle start operation unit 79 in which “battle start” is written.
[0135] In the squad selection screen 77, when the player operates the displayed friendly character, the operated friendly character is displayed in the selected friendly character display area 78. That is, here, the friendly character ID to be used in the battle game (to determine the squad) is selected from the multiple friendly character IDs associated with the player ID. The squad is formed by the player selecting multiple friendly characters. In addition, in the squad formation, the same friendly character cannot be set repeatedly.
[0136] When the player clicks the EX equipment operation unit 77x in the party selection screen 77, the automatic equipment function described later can be used to set the EX equipment to be equipped to each of the allied characters displayed in the selected allied character display area 78. However, it is also possible to set the EX equipment of each allied character using the manual equipment function.
[0137] When the setting of EX equipment and the formation of the squad are completed and the battle start operation unit 79 is operated, the battle game starts and the battle game screen 80 is displayed on the display 26. In addition, it is not necessary to equip the player's character with EX equipment, and the player can also start (execute) the battle game without equipping the player's character with EX equipment.
[0138] Figure 6 A is a diagram for explaining an example of a battle game screen 80 . Figure 6 B is a diagram for explaining an example of the first result screen 83 . Figure 6 C is a diagram illustrating an example of the second result screen 85. In a battle game, Figure 6 As shown in FIG. 8A , a battle game screen 80 is displayed. In the battle game screen 80, the own character and the enemy character are displayed on the display 26. The own character performs actions under computer control, causing damage to the enemy character, or receiving damage from the enemy character. In addition, the enemy character performs actions under computer control, causing damage to the own character, or receiving damage from the own character.
[0139] When an enemy character is given damage, the damage value is subtracted from the enemy character's health. Similarly, when a friendly character is given damage, the damage value is subtracted from the friendly character's health. When the health of all enemy characters becomes 0, the player wins (clears), and when the health of all friendly characters becomes 0 (defeats), the player loses.
[0140] Here, if Figure 6As shown in FIG. 8A , a friendly character display area 81 is provided at the bottom of the battle game screen 80. The life value 81a and the special move progress bar 81b of each friendly character are displayed in the friendly character display area 81. When the friendly character receives damage from the enemy character or causes damage to the enemy character, the special move progress bar 81b rises. Moreover, when the special move progress bar 81b reaches a predetermined maximum value, the friendly character becomes able to use the special move. The damage value given by the special move to the enemy character is greater than the damage value given to the enemy character by the usual attack, or the life value of the friendly character is restored, or a special effect is given to the enemy character.
[0141] Here, about the method of using a special move, 2 modes are provided. One is a method in which the special move progress bar 81b displayed in the player's character display area 81 reaches the maximum value of the special move of the own character. The other is a method in which the special move of the own character is controlled by a computer when the special move progress bar 81b reaches the maximum value in the automatic start state. In addition, an automatic selection operation unit 82 is displayed in the battle game screen 80, and the player can switch the automatic start state or the manual start state by operating the automatic selection operation unit 82. When the automatic selection operation unit 82 is operated in the manual start state, the special move becomes the automatic start state in which the special move is automatically used. In addition, when the automatic selection operation unit 82 is operated in the automatic start state, the special move becomes the manual start state in which the special move is manually used. In addition, in the automatic start state, when the special move progress bar 81b reaches the maximum value and the player operates the own character in the state in which the special move has not yet been used by computer control, the special move can also be used.
[0142] Then, when the battle game ends normally (normal end), as Figure 6 As shown in B, the first result screen 83 is displayed on the display 26. As an example, Figure 6 B shows the first result screen 83 when the own character wins.
[0143] At least a part of the game result information of the battle game is displayed on the first result screen 83. In addition, a next operation part 84 in which "next" is written is displayed on the first result screen 83.
[0144] When the next operation unit 84 is operated, Figure 6 The second result screen 85 shown in C is displayed on the display 26 .
[0145] At least a portion of the game result information of the battle game is displayed on the second result screen 85. In addition, a next operation unit 86 with the word "next" is displayed on the second result screen 85. In addition, when the next operation unit 86 is operated, the display of the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen. In this embodiment, when the next operation unit 86 is operated, Figure 5 The main line stage screen 72 indicated by A is displayed on the display 26 .
[0146] In addition, the game result information includes the character ID (team) of the own character, the enemy character ID of the enemy character, the remaining status information of the own character and the enemy character at the end of the battle (whether the health points are 0 when the battle game ends), the damage value caused (total value), the player's operation information (manual start state or automatic start state), the battle log ID, the type information of the battle game (main line level, guild battle, etc.), the information associated with each battle game type (completion information, battle game level, etc.), the props information given, etc.
[0147] In addition, if the battle game is in the automatic activation state from the beginning to the end and the special move is not used manually by the player, it is the automatic activation state, and in other cases, it is the manual activation state. In addition, the battle log ID is inherently assigned to each battle game. In addition, the information associated with the type of each battle game is different for each type of battle game.
[0148] Next, the expedition game involved in this embodiment is described. The expedition game involved in this embodiment has the following gameplay. First, the player selects at least one of the pre-set dispatch destinations. In addition, the player selects one or more of his own characters from his own characters to form a team. Then, the player dispatches the formed team to the selected dispatch destination. Then, when the required time set for each dispatch destination has passed, the expedition game is completed and the player can receive a reward.
[0149] As described above, when the player operates the level screen 70 ( Figure 4 B) when the expedition selection operation unit 71e is pressed, the expedition home page screen 90 ( Figure 7 A) is displayed on the display 26. Figure 7 A is a diagram for explaining an example of the expedition home screen 90. In the present embodiment, a plurality of layers are provided in the expedition game, and each of the plurality of layers includes a plurality of dispatch destinations. Specifically, as the plurality of layers, four layers, namely "layer A", "layer B", "layer C", and "layer D" are provided. However, the number of layers is not limited to this.
[0150] like Figure 7 As shown in FIG. 1A , a plurality of expedition layer selection operation units 91 corresponding to a plurality of layers are displayed in the center of the expedition home page screen 90. Specifically, Figure 7 As shown in A, four operation units are displayed, namely, the first expedition layer selection operation unit 91a recorded as "Layer A", the second expedition layer selection operation unit 91b recorded as "Layer B", the third expedition layer selection operation unit 91c recorded as "Layer C", and the fourth expedition layer selection operation unit 91d recorded as "Layer D".
[0151] When the player operates any of the first expedition layer selection operation unit 91a to the fourth expedition layer selection operation unit 91d, the corresponding dispatch destination selection screen 100 (described later) is displayed. Figure 7 B) is displayed on the display 26.
[0152] In addition, a menu screen 110 ( Figure 8 A) menu screen selection operation unit 92.
[0153] In addition, a screen for displaying a joint expedition screen 290 ( Fig.24 A) a combined expedition selection operation unit 93.
[0154] In addition, a screen 320 (displayed below) for displaying a list of expedition teams is displayed at the top of the expedition home screen 90. Fig.26 A) of the expedition PT selection operation unit 94. In the expedition team list screen 320 ( Fig.26 A), a list of teams organized for expedition games that have not yet completed the reward collection or for the expedition games that are being executed is displayed, and the details will be described later. In addition, in the expedition team list screen 320 ( Fig.26 In A), the result of the expedition game corresponding to each dispatch destination can be confirmed, that is, the reward can be received.
[0155] In addition, a concentrated expedition completion screen 270 ( Fig. 22 B) concentrated expedition completion operation unit 95.
[0156] As described above, when the player operates the expedition layer selection operation unit 91 of the expedition home screen 90, the corresponding dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26. Figure 7 B is a diagram for explaining an example of the dispatch destination selection screen 100. Figure 7 In B, it is shown that the player operates the expedition home screen 90 ( Figure 7A) When the operation unit 91a is selected at the first expedition level, a dispatch destination selection screen 100 is displayed on the display 26 .
[0157] In this embodiment, four dispatch destinations, namely, "dispatch destination A-1", "dispatch destination A-2", "dispatch destination A-3", and "dispatch destination A-4" are provided as dispatch destinations belonging to "layer A". Similarly, four dispatch destinations are provided for each of "layers B" to "layer D". However, the number of dispatch destinations belonging to each layer is not limited to this, and the number of dispatch destinations belonging to each layer may be the same or different.
[0158] like Figure 7 As shown in FIG. 2B , a plurality of dispatch destination selection operation units 101 corresponding to a plurality of dispatch destinations are displayed in the center of the dispatch destination selection screen 100. Specifically, Figure 7 As shown in FIG. 1B , four operation units are displayed, namely, a first dispatch destination selection operation unit 101a recorded as “dispatch destination A-1”, a second dispatch destination selection operation unit 101b recorded as “dispatch destination A-2”, a third dispatch destination selection operation unit 101c recorded as “dispatch destination A-3”, and a fourth dispatch destination selection operation unit 101d recorded as “dispatch destination A-4”.
[0159] In this embodiment, in the expedition game, the difficulty level is preset for each dispatch destination. In this embodiment, three game play conditions, namely, the required combat power, the maximum number of people, and the required time, are preset for each dispatch destination.
[0160] The required combat power shows the minimum condition of the combat power of the squad, that is, the total combat power of each of the characters on the team that are organized into the squad. That is, when the combat power of the squad is greater than the required combat power, the squad can be dispatched to the dispatch destination. On the other hand, when the combat power of the squad is less than the required combat power, the squad cannot be dispatched to the dispatch destination. In other words, it can be said that the higher the required combat power, the higher the difficulty.
[0161] In other words, it can be said that: when the set formation information (the formation of the squad) meets the minimum conditions (required combat effectiveness), the specific content (expedition game) is allowed to progress; when the set formation information (the formation of the squad) does not meet the minimum conditions (required combat effectiveness), the specific content (expedition game) is not allowed to progress.
[0162] In addition, the required time shows the time required to complete the dispatch of the squad to the dispatch destination. In this embodiment, the higher the combat effectiveness of the squad to be dispatched to the dispatch destination, the shorter the required time. That is, by grouping the own characters with relatively high combat effectiveness into the squad, the combat effectiveness of the squad can be improved to shorten the required time. However, the conditions for shortening the certain time are not limited to the above. For example, in addition to combat effectiveness, the required time can also be shortened by the number of squad participants, the level of the own characters, etc. Moreover, these can also be set to the automatic grouping setting screen 160 (described later) Fig.12 A) is the object of the setting.
[0163] In other words, the formation information (formation of the squad) is set for the specific content (expedition game) based on the player's operation, wherein the specific content (expedition game) is required to set the formation information including one or more game media (one's own character) and the prescribed parameter (combat power) calculated based on the game media (one's own character) meets the minimum condition, and the more the prescribed parameter (combat power) exceeds the minimum condition, the higher the advantage (the shorter the required time). In addition, the time until the progress of the specific content (expedition game) is completed can be shortened according to the degree to which the prescribed parameter (squad's combat power) exceeds the minimum condition (required combat power).
[0164] In addition, the maximum number of people shows the maximum number of characters of the party that can be organized into a team to be dispatched to the dispatch destination. It can be said that the smaller the maximum number of people, the higher the difficulty. In addition, the minimum number of characters of the party that can be organized into a team to be dispatched to the dispatch destination can also be set as a game condition.
[0165] Specifically, for example, Figure 7 As shown in B, for "dispatch destination A-1", the required time is set to 1 hour and 30 minutes, the maximum number of people is 5, and the required combat power is 800,000 as the game conditions. In addition, for "dispatch destination A-2", the required time is set to 1 hour and 45 minutes, the maximum number of people is 6, and the required combat power is 900,000 as the game conditions. In addition, for "dispatch destination A-3", the required time is set to 1 hour and 40 minutes, the maximum number of people is 2, and the required combat power is 700,000 as the game conditions. In addition, for "dispatch destination A-4", the required time is set to 4 hours, the maximum number of people is 12, and the required combat power is 950,000 as the game conditions.
[0166] When the player operates any of the first to fourth dispatch destination selection operation units 101a to 101d, a formation screen 170 (described later) for forming a squad to be dispatched to a corresponding type of dispatch destination is displayed. Fig.13A) is displayed on the display 26.
[0167] In addition, if Figure 7 As shown in FIG. 2B, a cancel operation unit 102 with the word "Cancel" is displayed at the bottom of the dispatch destination selection screen 100. When the player operates the cancel operation unit 102, the display of the dispatch destination selection screen 100 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.
[0168] In addition, as described above, when the player operates the expedition home screen 90 ( Figure 7 A) of the menu screen selection operation unit 92, the menu screen 110 ( Figure 8 A) is displayed on the display 26. Figure 8 A is a diagram for explaining an example of the menu screen 110 .
[0169] like Figure 8 As shown in FIG. 1A , a notification setting operation unit 111 labeled “Notification Setting” is displayed on the menu screen 110. When the player operates the notification setting operation unit 111, a notification setting screen 120 (described later) is displayed. Figure 8 B) is displayed on the display 26.
[0170] In addition, if Figure 8 As shown in FIG. 1A , a priority setting operation unit 112 labeled “priority setting” is displayed on the menu screen 110. When the player operates the priority setting operation unit 112, a priority setting screen 130 ( Fig. 9 B) is displayed on the display 26.
[0171] In addition, if Figure 8 As shown in FIG. 1A , an automatic group setting operation unit 113 with the word “automatic group setting” is displayed on the menu screen 110. When the automatic group setting operation unit 113 is operated by the player, an automatic group setting screen 160 ( Fig.12 A) is displayed on the display 26.
[0172] In addition, if Figure 8 As shown in FIG. 1A , an automatic disassembly setting operation unit 114 with the word “automatic disassembly setting” is displayed on the menu screen 110. When the player operates the automatic disassembly setting operation unit 114, an automatic disassembly setting screen ( Fig.40 ) is displayed on the display 26.
[0173] In addition, if Figure 8 As shown in FIG. 1A , a closing operation unit 115 indicating “Close” is displayed on the menu screen 110. When the player operates the closing operation unit 115, the display of the menu screen 110 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.
[0174] As described above, when the player operates the notification setting operation unit 111, the notification setting screen 120 ( Figure 8 B). Figure 8 B is a first diagram for explaining an example of the notification setting screen 120. Figure 8 C is a second diagram illustrating an example of the notification setting screen 120 . Fig. 9 A is a diagram illustrating an example of an expedition completion notification.
[0175] In the present embodiment, a repeated dispatch function is provided, and the details thereof will be described later. In the repeated dispatch function, the player can arbitrarily specify the number of times the formed squad is dispatched to the dispatch destination (hereinafter referred to as the number of dispatches). In other words, the number of times selected by the player from the prescribed number of times of 1 and 2 or more can be set for the expedition game (specific content) as the number of executions. Thereby, the convenience of the player can be improved. In addition, a limit can also be set on the number of executions that can be set. For example, a limit can also be set that a type of expedition game can be executed up to 10 times a day. In this case, the repeated dispatch function can be used to specify the number of times within the range not exceeding the upper limit as the number of executions.
[0176] In addition, in this embodiment, when the expedition game is completed, the player can receive a notification indicating that the expedition game has been completed (hereinafter referred to as the expedition completion notification). Fig. 9 In the case shown in A, a message M stating "Expedition Completed" is displayed on the upper portion of the home screen 40. In addition, the characters displayed in the expedition completion notification are not limited thereto. In addition, the screen displaying the message M is not limited to the home screen 40. That is, while the game application is in the activated state, the message M is displayed on the upper portion of the display 26 regardless of the type of screen being displayed.
[0177] exist Figure 8 B. Figure 8 The player can arbitrarily set the execution timing of the expedition completion notification in the notification setting screen 120 shown in C. In other words, the execution timing of the notification for notifying that the progress of the expedition game (specific content) has been completed can be set based on the player's operation.
[0178] Specifically, regarding the execution timing of the expedition completion notification, the player can set the completion of one expedition game as the execution timing of the expedition completion notification (hereinafter referred to as the first execution timing) regardless of the designated number of dispatches.
[0179] In addition, regarding the execution timing of the expedition completion notification, the player can set the completion of all expedition games for the designated number of dispatches as the execution timing of the expedition completion notification (hereinafter referred to as the second execution timing).
[0180] In other words, the situation where the progress of the expedition game (specific content) with the set execution number is all completed can be set as the execution opportunity (second execution opportunity). In addition, when the second execution opportunity is set and the specified number of dispatches is 1, the expedition completion notification (notification) is executed based on the completion of the progress of the expedition game (specific content) once. In addition, when the second execution opportunity is set and the specified number of dispatches is multiple (for example, 3 times), the expedition completion notification (notification) is executed based on the completion of the progress of the expedition game (specific content) multiple times (for example, 3 times). In addition, when the second execution opportunity is set and the specified number of dispatches is multiple (for example, 3 times), the expedition completion notification (notification) is not executed based on the completion of the progress of the expedition game (specific content) less than the specified number of dispatches (for example, 1 or 2 times).
[0181] like Figure 8 B. Figure 8 As shown in FIG. 3 , a first execution timing selection unit 121 corresponding to the first execution timing and a second execution timing selection unit 122 corresponding to the second execution timing are displayed in the center of the notification setting screen 120. When the player operates the first execution timing selection unit 121, as shown in FIG. Figure 8 As shown in B, the first execution opportunity selection unit 121 is highlighted. In addition, when the player operates the second execution opportunity selection unit 122, as shown in FIG. Figure 8 As shown in C, the second execution opportunity selection unit 122 is highlighted. Figure 8 B. Figure 8 In C, as a highlight display, a black dot is displayed in the first execution opportunity selection unit 121 or the second execution opportunity selection unit 122 according to the player's operation. However, the content of the highlight display is not limited to this. For example, as a highlight display, a check mark may be displayed in the first execution opportunity selection unit 121 or the second execution opportunity selection unit 122 according to the player's operation.
[0182] In addition, if Figure 8 B. Figure 8 As shown in FIG. 3 , a setting operation unit 123 labeled “settings” is displayed at the bottom of the notification setting screen 120. In addition, when the first execution opportunity selection unit 121 is highlighted ( Figure 8 B), when the player operates the setting operation unit 123, the first execution opportunity is set as the execution opportunity of the expedition completion notification. In addition, when the second execution opportunity selection unit 122 is highlighted ( Figure 8C) When the player operates the setting operation unit 123, the second execution timing is set as the execution timing of the expedition completion notification.
[0183] In addition, if Figure 8 B. Figure 8 As shown in FIG. 3 , a cancel operation unit 124 with “Cancel” written on it is displayed at the bottom of the notification setting screen 120. When the player operates the cancel operation unit 124, the display of the notification setting screen 120 ends and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0184] In addition, Fig. 9 In A, the message M is shown displayed when the home screen 40 is displayed on the display 26, but the message M may be displayed when the execution opportunity set by the player is established while the game application is in the activated state.
[0185] That is, when the execution opportunity set by the player is established while the game application is in the activated state, the message M may be displayed at the upper part of the display 26 regardless of the type of the screen being displayed. Figure 3 B) is displayed on the display 26, and when the execution opportunity set by the player is established, a message M is displayed at the top of the player character confirmation screen 50. Similarly, on the story screen 60 ( Figure 4 A) Level Screen 70 ( Figure 4 B) Main level screen 72 ( Figure 5 A) Main story level selection screen 74 ( Figure 5 B) Team selection screen 77 ( Figure 5 C) Battle game screen 80 ( Figure 6 A), first result screen 83 ( Figure 6 B), second result screen 85 ( Figure 6 C) Expedition home page screen 90 ( Figure 7 A) Dispatch destination selection screen 100 ( Figure 7 B) Menu screen 110 ( Figure 8 A) Notification setting screen 120 ( Figure 8 B) Priority setting screen 130 ( Fig. 9 B) Priority change first screen 140 ( Fig.10 A) Priority change second screen 150 ( Fig.10 B) Automatic grouping setting screen 160 ( Fig.12 A) Grouping screen 170 ( Fig.13 A) Shorten the screen by 180 ( Fig.15 B) Confirmation screen 190 ( Fig.16 A) Expedition starts playing screen 200 ( Fig.16 B) Time shortening performance screen 210 ( Fig.16 C) Confirmation screen 220 ( Fig.18 A) Retreat confirmation screen 230 ( Fig.19 A) Expedition retreat screen 240 ( Fig.19 B) Expedition completion screen 250 ( Fig. 20 B) Dispatch screen 260 again ( Fig.21 ), Concentrated Expedition Completed Screen 270 ( Fig. 22 B) Dispatch screen 280 again ( Fig.23 ), expedition together 290 ( Fig.24 A) Expedition confirmation screen 310 ( Fig.25 ) is displayed on the display 26 and when the execution opportunity set by the player is established, a message M is displayed at the top of each screen being displayed.
[0186] Alternatively, the message M may be displayed when the execution trigger set by the player is established while the game application is not in the activated state and the game application is activated for the first time after the execution trigger set by the player is established.
[0187] Furthermore, when the execution opportunity set by the player is established while the game application is not in the activated state, the message M may be displayed. In this case, the message M may be displayed in a predetermined notification area of the display 26 of the player terminal 1 .
[0188] In addition, as described above, when the player operates the menu screen 110 ( Figure 8 A) When the priority setting operation unit 112 is operated, a priority setting screen 130 is displayed on the display 26 . Fig. 9 B is a first diagram for explaining an example of the priority setting screen 130 . Fig. 9 C is a second diagram for explaining an example of the priority setting screen 130 .
[0189] As described above, in this embodiment, special items can be obtained as a reward for completing an expedition game. Specifically, special items corresponding to the own characters organized into the team sent out in the completed expedition game and set as special item release targets that can obtain special items can be obtained with a predetermined probability.
[0190] In addition, in this embodiment, it is possible to obtain normal items that can be obtained when completing the above-mentioned battle game as a reward for completing the expedition game. In addition, in this embodiment, it is possible to obtain EX equipment that cannot be obtained when completing the above-mentioned battle game with a predetermined probability as a reward for completing the expedition game. The player can equip (set) the EX equipment to the desired character of his own team. In this way, the player's desire to play the expedition game can be aroused.
[0191] Furthermore, an icon image indicating EX equipment obtainable at the dispatch destination may be displayed in association with the corresponding dispatch destination selection operation unit 101. This allows the player to visually understand the obtainable EX equipment, thereby improving convenience.
[0192] In this embodiment, the player can group the maximum number of characters (e.g., 5) set for each dispatch destination into a squad. Furthermore, a predetermined number of characters (3 in this embodiment) of the characters grouped into the squad can be set as special item release targets.
[0193] That is, in this embodiment, the player cannot obtain special items corresponding to the own characters that are not set as the special item release targets among the own characters organized into the team sent out in the completed expedition game. However, it is also possible to set the probability of obtaining special items corresponding to the own characters that are not set as the special item release targets to be lower than the probability of obtaining special items corresponding to the own characters that are set as the special item release targets.
[0194] In addition, in the present embodiment, an automatic grouping function is provided for automatically grouping a squad to be dispatched to a dispatch destination, which will be described in detail later. In the priority setting screen 130, the player can set the type and priority (order of priority) of one or more of his / her own characters (hereinafter referred to as priority objects) that are prioritized as special item release objects when the automatic grouping function is used.
[0195] like Fig. 9 B. Fig. 9 As shown in FIG. 1C, a list display unit 131 is displayed in the center of the priority setting screen 130. All the friendly characters owned by the player are displayed in the list display unit 131. The player can set the desired friendly characters (in this embodiment, up to 15 characters) as priority objects by operating the friendly characters displayed in the list display unit 131.
[0196] exist Fig. 9 B. Fig. 9In C, the level of each of the allied characters displayed in the list display unit 131 is shown. However, the combat power of each of the allied characters displayed in the list display unit 131 may be displayed.
[0197] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3 , a priority object display unit 132 for displaying a list of the own characters set as priority objects is displayed at the lower part of the priority setting screen 130. When the player operates the own character displayed in the list display unit 131, as shown in FIG. Fig. 9 As shown in C, the friendly character that has been operated is highlighted.
[0198] exist Fig. 9 In C, as a highlight display, it is shown that the friendly character operated by the player is grayed out. However, the content of the highlight display is not limited to this. For example, as a highlight display, the edge of the friendly character operated by the player can also be thickened.
[0199] Furthermore, the own characters are sequentially displayed on the left side of the priority display unit 132 in the order in which they were operated. At this time, the priority of the own character displayed on the left side of the priority display unit 132 is set to the highest, and the priority of the own character displayed on the right side of the priority display unit 132 is set to the lowest.
[0200] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C, a reset operation unit 133 with the word "Reset" written on it is displayed in the center of the priority setting screen 130. When the player operates the reset operation unit 133, the player's own character set as the priority object is reset. Fig. 9 The highlighted display of the allied character in the list display section 131 shown in C and the allied character displayed in the priority object display section 132 are hidden.
[0201] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C , a setting operation unit 135 in which “SET” is written and a cancel operation unit 136 in which “CANCEL” is written are displayed at the lower right portion of the priority setting screen 130 .
[0202] When the cancel operation unit 136 is operated by the player, the content displayed on the priority setting screen 130 immediately before the cancel operation unit 136 is operated is discarded. In addition, the display of the priority setting screen 130 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0203] When the setting operation unit 135 is operated by the player, the priority of the player's character is set according to the content displayed on the priority setting screen 130 immediately before the setting operation unit 135 is operated. In addition, the display of the priority setting screen 130 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0204] In addition, if Fig. 9 B. Fig. 9 As shown in FIG. 3C, a priority change operation unit 134 with the word "Priority Change" written therein is displayed in the center of the priority setting screen 130. When the player operates the priority change operation unit 134, a priority change first screen 140 ( Fig.10 A) is displayed on the display 26.
[0205] The player can change the priority of the first screen 140 ( Fig.10 A) and the second priority change screen 150 ( Fig.10 B. Fig.11 Specifically, the priority of the self-character as the priority object can be changed by swapping the priorities of two self-characters selected by the player (hereinafter referred to as the change starting self-character and the change target self-character) among the self-characters as the priority object.
[0206] Fig.10 A is a first diagram for explaining an example of the first priority change screen 140 . Fig.10 B is a first diagram for explaining an example of the second priority change screen 150 . Fig.11 A is a second diagram for explaining an example of the second priority change screen 150 . Fig.11 B is a second diagram for explaining an example of the priority change first screen 140 .
[0207] like Fig.10 As shown in A, a priority object display unit 141 is displayed in the center of the priority change first screen 140. In the priority object display unit 141, the own characters set as priority objects, that is, the own characters displayed in the priority object display unit 132, are displayed in descending order of priority. Fig.10 As shown in FIG. 1A , in the priority object display unit 141 , each of the friendly characters set as priority objects is given an identification display 141a that allows identification of the priority. Fig.10 In A, as identification display 141a, a number ("1" to "15") corresponding to the priority is given. That is, the higher the priority, the smaller the numerical value is displayed. However, the content of identification display 141a is not limited to this. For example, a symbol corresponding to the priority may also be displayed.
[0208] In addition, if Fig.10 As shown in FIG. 1A , a close operation unit 142 having “close” written thereon is displayed on the priority change first screen 140 . When the player operates the close operation unit 142 , the priority change first screen 140 is hidden and the priority setting screen 130 is displayed on the display 26 .
[0209] In addition, if Fig.10 As shown in A, an explanation display stating "Please select the character whose priority is to be changed" is displayed on the upper portion of the priority change first screen 140 to prompt the player to perform an operation for selecting a change start own character as the object of the change priority.
[0210] When the player operates any of the friendly characters displayed in the priority object display unit 141 of the priority change first screen 140, the friendly character operated is set as the change start friendly character. Fig.10 B shows the second priority change screen 150 .
[0211] like Fig.10 As shown in B, the priority object display unit 141 continues to be displayed in the second priority change screen 150. Fig.10 As shown in FIG. 2B , in the priority object display unit 141 of the priority change second screen 150 , the change start friendly character is highlighted. Fig.10 In B, as a highlight display, the edge of the change start friendly character is shown to be thickened. However, the content of the highlight display is not limited to this. For example, as a highlight display, the display size of the change start friendly character may also be enlarged.
[0212] In addition, if Fig.10 As shown in B, an explanation display stating "Please select a character to be changed" is displayed on the upper portion of the priority change second screen 150 to prompt the player to perform an operation for selecting a change target own character whose priority is to be changed.
[0213] When the player operates any of the friendly characters displayed in the priority object display unit 141 of the priority change second screen 150 except the change start friendly character, the operated friendly character is set as the change target friendly character. Fig.11 The display of the second priority change screen 150 is updated as shown in A.
[0214] In addition, in the above Fig. 9In C, the maximum number of friendly characters that can be set (15) is shown as the priority object, but it is also possible to set friendly characters (for example, 3) less than the maximum number (15) that can be set as the priority object. In addition, in this embodiment, the setting of friendly characters as priority objects is not necessary. That is, the player does not need to specifically set friendly characters as priority objects.
[0215] like Fig.11 As shown in A, in the priority object display unit 141 of the priority change second screen 150, both the change start friendly character and the change target friendly character are highlighted and displayed in a distinguishable manner. Fig.11 In A, as a highlight display, the edge of the change start friendly character is thickened, and the edge of the change target friendly character is thickened and displayed with a dotted line. However, the content of the highlight display is not limited to this. For example, as a highlight display, the display size of the change start friendly character and the change target friendly character may be enlarged.
[0216] In addition, if Fig.10 B. Fig.11 As shown in A, a setting operation unit 151 with "setting" written on it is displayed at the bottom of the second priority change screen 150. Fig.10 As shown in B, before the target friendly character is set to be changed, the setting operation unit 151 is displayed in an inoperable state. Fig.11 As shown in A, after the change target friendly character is set, the setting operation unit 151 is displayed in an operable state.
[0217] In addition, if Fig.10 B. Fig.11 As shown in FIG. 1A , a cancel operation unit 152 having “CANCEL” written thereon is displayed at the bottom of the priority change second screen 150 . When the player operates the cancel operation unit 152 , the priority change second screen 150 is hidden and the priority change first screen 140 is displayed on the display 26 .
[0218] In addition, when the player operates the setting operation unit 151, the priority of the friendly character set to change the starting friendly character is swapped with the priority of the friendly character set to change the target friendly character. Fig.11 The priority change first screen 140 shown in B is displayed to inform the player that the priority of the own character set as the change start own character and the priority of the own character set as the change target own character have been swapped.
[0219] As described above, the difficulty level is preset for the expedition game. In this embodiment, as the difficulty level, three conditions, namely, the required combat power, the maximum number of people, and the required time, are preset for each dispatch destination.
[0220] In addition, in this embodiment, a squad can be dispatched to each of a plurality of dispatch destinations. In this case, the same friendly character cannot be repeatedly organized into a squad to be dispatched to each dispatch destination.
[0221] For example, in the case of sending squads to many destinations at the same time, the player needs to disperse the characters with relatively high combat effectiveness into many squads, so as to organize the squads in a way that the combat effectiveness of each squad can meet the required combat effectiveness at the minimum. In this case, it is not possible to expect that the time required to reach each destination will be greatly shortened, but squads can be sent to many destinations at the same time.
[0222] In addition, for example, in order to shorten the time required to reach the dispatch destination, the player concentrates the characters with relatively high combat power in a small number of squads. As a result, the combat power of each squad is much higher than the required combat power. In this case, although the dispatch destinations to be dispatched at the same time are reduced, the time required to reach each dispatch destination can be shortened instead.
[0223] As described above, when the player operates the menu screen 110 ( Figure 8 A) when the automatic grouping setting operation unit 113 is opened, the automatic grouping setting screen 160 ( Fig.12 A). Fig.12 A is a first diagram for explaining an example of the automatic grouping setting screen 160 . Fig.12 B is a second diagram for explaining an example of the automatic grouping setting screen 160 .
[0224] As described above, an automatic grouping function is provided for automatically grouping the player's characters to be dispatched to the dispatch destination selected by the player. In the present embodiment, as the automatic grouping function, a first automatic grouping function and a second automatic grouping function are provided.
[0225] The first automatic grouping function is a function that automatically groups characters of the player's team with priority given to the team's combat power that satisfies the required combat power at the minimum. The player can use the first automatic grouping function to simultaneously dispatch teams to a relatively large number of dispatch destinations.
[0226] The second automatic grouping function is a function that automatically groups your own characters to prioritize the highest possible combat effectiveness of the squad. Players can use the second automatic grouping function to shorten the time required to dispatch to the destination.
[0227] In other words, it is possible to generate grouping information (grouping of the squad) based on the automatic grouping function selected by the player out of the first automatic grouping function and the second automatic grouping function, which are automatic grouping functions for automatically generating grouping information (grouping of the squad), wherein the first automatic grouping function gives priority to minimally satisfying the minimum condition (the minimum condition for the squad's combat effectiveness), and the second automatic grouping function gives priority to satisfying the minimum condition (the squad's combat effectiveness is above the required combat effectiveness) and improving the degree of advantage (the squad's combat effectiveness exceeds the required combat effectiveness to shorten the time required to reach the dispatch destination).
[0228] In the automatic grouping setting screen 160, the player can set which of the first automatic grouping function and the second automatic grouping function to use as the automatic grouping function. Fig.12 A. Fig.12 As shown in FIG. 2B , a first automatic grouping function selection unit 161 corresponding to the first automatic grouping function and a second automatic grouping function selection unit 162 corresponding to the second automatic grouping function are displayed in the center of the automatic grouping setting screen 160. When the player operates the first automatic grouping function selection unit 161, as shown in FIG. Fig.12 As shown in A, the first automatic grouping function selection unit 161 is highlighted. In addition, when the player operates the second automatic grouping function selection unit 162, as shown in FIG. Fig.12 As shown in B, the second automatic grouping function selection unit 162 is highlighted. Fig.12 A. Fig.12 In B, as a highlight display, a black dot is displayed in the first automatic grouping function selection unit 161 or the second automatic grouping function selection unit 162 according to the player's operation. However, the content of the highlight display is not limited to this. For example, as a highlight display, a check mark may be displayed in the first automatic grouping function selection unit 161 or the second automatic grouping function selection unit 162 according to the player's operation.
[0229] In addition, if Fig.12 A. Fig.12 As shown in FIG. 1B, a setting operation unit 163 with the word "setting" is displayed at the bottom of the automatic grouping setting screen 160. In addition, when the first automatic grouping function selection unit 161 is highlighted ( Fig.12 A), when the player operates the setting operation unit 163, the first automatic grouping function is set as the automatic grouping function. In addition, when the second automatic grouping function selection unit 162 is highlighted ( Fig.12 B), when the player operates the setting operation unit 163, the second automatic grouping function is set to the automatic grouping function. In addition, when the player operates the setting operation unit 163, the display of the automatic grouping setting screen 160 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0230] In addition, as described above, when the player operates the dispatch destination selection screen 100 ( Figure 7 When any of the dispatch destinations in B) is selected by the operation unit 101, a formation screen 170 ( Fig.13 A) is displayed on the display 26.
[0231] Fig.13 A is a first diagram for explaining an example of the composition screen 170 . Fig.13 B is a second diagram illustrating an example of the composition screen 170. Fig.13 B shows a situation where the combat power of a team formed by players is the same as the required combat power. Fig.13 C is a third diagram illustrating an example of the composition screen 170. Fig.13 In C, it is shown that the combat power of the team formed by the players exceeds the required combat power.
[0232] The following shows a case where the first dispatch destination selection operation unit 101a corresponding to "dispatch destination A-1" is operated to display the formation screen 170. As described above, for "dispatch destination A-1", the required time is set to 1 hour and 30 minutes, the maximum number of people is 5, and the required combat power is 800,000 as the game conditions.
[0233] like Fig.13 As shown in A, a list display unit 171 that lists all the allied characters that can be grouped into a team is displayed on the grouping screen 170. The player can group a desired allied character into a team by operating the allied characters displayed in the list display unit 171.
[0234] exist Fig.13 A shows a case where the level of each of the allied characters displayed on the list display unit 171 is displayed. However, the combat power of each of the allied characters displayed on the list display unit 171 may also be displayed.
[0235] In addition, as described above, in this embodiment, the same own character cannot be repeatedly organized for each of the multiple dispatch destinations. Therefore, when there is an own character organized into a team that has been dispatched to another dispatch destination (hereinafter referred to as an unorganized character), the unorganized character is given an unorganized display 171x. That is, the unorganized character can be notified to the player through the unorganized display 171x.
[0236] In addition, if Fig.13As shown in FIG. 1A, a release target display unit 172a and a non-release target display unit 172b are displayed in the grouping screen 170. The release target display unit 172a displays the own characters grouped as special item release targets that can obtain special items. In addition, the non-release target display unit 172b displays the own characters grouped as special item release targets that cannot obtain special items.
[0237] When the player operates the character displayed in the list display unit 171, Fig.13 B. Fig.13 As shown in C, the character being operated is highlighted. Fig.13 B. Fig.13 In C, as a highlight display, it is shown that the friendly character operated by the player is grayed out. However, the content of the highlight display is not limited to this. For example, as a highlight display, it is also possible to make the edge of the friendly character operated by the player thicker.
[0238] Furthermore, the player's own character is displayed on the release target display unit 172a and the non-release target display unit 172b in the order in which the operation was performed, and is displayed on the left.
[0239] In addition, if Fig.13 B. Fig.13 As shown in C, the highlighted friendly character in the list display unit 171 is given an identification display 171a that allows identification of the order in which the character is operated. Fig.13 B. Fig.13 In C, as identification display 171a, a situation where numbers ("1" to "15") corresponding to the order in which the operations are performed are assigned is shown. That is, the earlier the order in which the operations are performed, the smaller the numerical value displayed. However, the content of identification display 171a is not limited to this. For example, it can also be set to display symbols corresponding to the order in which the operations are performed.
[0240] Furthermore, the player can exclude the operated friendly character from the currently formed party by operating the highlighted friendly character in the list display unit 171 again.
[0241] In addition, a required combat power display unit 173a is displayed on the formation screen 170. In the required combat power display unit 173a, the required combat power set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the combat power of the squad in the formation is displayed in the numerator. Specifically, for example, Fig.13 In case B, 800,000, which is the combat power of the team formed by the player, is displayed as the numerator in the required combat power display unit 173a, and 800,000, which is the required combat power, is displayed as the denominator in the required combat power display unit 173a. Fig.13In case C, 1.2 million, which is the combat power of the team formed by the players, is displayed in the numerator of the required combat power display unit 173a, and 800,000, which is the required combat power, is displayed in the denominator of the required combat power display unit 173a.
[0242] In addition, a required time display unit 173b is displayed on the composition screen 170. The required time display unit 173b displays the required time set for the dispatch destination (here, "dispatch destination A-1"). Specifically, for example, Fig.13 In the case of B, 1 hour and 30 minutes as the required time is displayed on the required time display unit 173b. In addition, if the required time is shortened according to the combat effectiveness of the squad formed, such as Fig.13 As shown in C, the shortened required time (for example, 1 hour) and the time shortened relative to the required time before shortening (for example, -30 minutes) are displayed on the required time display portion 173b.
[0243] In addition, the maximum number of people display unit 173c is displayed on the formation screen 170. In the maximum number of people display unit 173c, the maximum number of people set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the number of people in the formation is displayed in the numerator. Specifically, for example, before the player forms a formation of his own character, Fig.13 As shown in A, "0" as the number of characters in the team formed by the player is displayed in the numerator of the maximum number of characters display unit 173c, and "5" as the maximum number of characters is displayed in the denominator of the maximum number of characters display unit 173c. Fig.13 B. Fig.13 As shown in C, "5" as the number of friendly characters grouped by the player is displayed in the numerator of the maximum number of people display unit 173c, and "5" as the maximum number of people is displayed in the denominator of the maximum number of people display unit 173c.
[0244] As described above, in this embodiment, an automatic grouping function is provided to automatically group a team to be dispatched to a dispatch destination. Fig.13 As shown in FIG. 1A , an automatic grouping operation unit 174 for using the automatic grouping function is displayed on the grouping screen 170. When the automatic grouping operation unit 174 is operated by the player, the automatic grouping setting screen 160 ( Fig.12 A. Fig.12 The automatic grouping function (the first automatic grouping function or the second automatic grouping function) of the type set by the player in B) is used to automatically group the team.
[0245] Fig.14A is a diagram for explaining an example of a composition screen 170 when the first automatic composition function is used. Fig.14 As shown in A, among the characters set as priority targets by the player, three characters with high priority are preferentially organized into the squad and displayed on the release target display unit 172a. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, among the characters set as priority targets, three characters with high priority excluding characters that cannot be organized are preferentially organized into the squad.
[0246] And, if Fig.14 As shown in A, the characters of the party that are not set as priority objects are grouped and displayed on the non-release object display unit 172b in such a way that the combat power of the squad meets the required combat power to the minimum extent. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, the characters of the party other than the priority objects and the characters that cannot be grouped are grouped into the squad in such a way that the combat power of the squad meets the required combat power to the minimum extent.
[0247] exist Fig.14 In the case shown in A, a team is formed consisting of three allied characters displayed in the release target display unit 172a and one allied character displayed in the non-release target display unit 172b.
[0248] In this embodiment, specifically, when the first automatic grouping function is used, first, three friendly characters with high priority other than characters that cannot be grouped are preferentially grouped into the squad. And, when the combined combat power of the three friendly characters reaches the required combat power, only these three friendly characters are grouped into the squad formed by the first automatic grouping function.
[0249] On the other hand, if the combined combat power of the three friendly characters does not reach the required combat power, friendly characters that are not set as priority objects are further grouped into the squad. Specifically, friendly characters with large combat power among friendly characters that are not set as priority objects and can be grouped are grouped in sequence until the combat power of the squad meets the required combat power. That is, the total number of friendly characters grouped into the squad using the first automatic grouping function is an indefinite value (a value between 3 and the maximum number of people).
[0250] However, this is not limited to this, and it may be set that, when the first automatic grouping function is used, the high-priority friendly characters other than the non-groupable characters are grouped in sequence until the combat power of the squad meets the required combat power. That is, it may be set that, when the result of grouping the high-priority friendly characters other than the non-groupable characters in sequence is that the required combat power can be achieved by one or two friendly characters, only these one or two friendly characters are grouped into the squad.
[0251] Fig.14 B is a diagram for explaining an example of a composition screen 170 when the second automatic composition function is used. Fig.14 B, among the characters set as priority targets by the player, the three characters with high priority are preferentially organized into the squad and displayed on the release target display unit 172a. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, among the characters set as priority targets, the three characters with high priority excluding the characters that cannot be organized are preferentially organized into the squad.
[0252] And, if Fig.14 As shown in FIG. 17B, by giving priority to the combat effectiveness of the squad as high as possible, the friendly characters that are not set as priority objects are grouped and displayed on the non-release object display unit 172b. In addition, in the case where there is a squad that has been dispatched to another dispatch destination, by giving priority to the combat effectiveness of the squad exceeding the required combat effectiveness, friendly characters other than the priority objects and the non-groupable characters are grouped into the squad.
[0253] That is, in Fig.14 In the case shown in B, a team is formed consisting of three friendly characters displayed in the release target display unit 172a and two friendly characters displayed in the non-release target display unit 172b.
[0254] In this embodiment, specifically, when the second automatic grouping function is used, first, three friendly characters with high priority, excluding characters that cannot be grouped, are preferentially grouped into the squad. Furthermore, friendly characters that are not set as priority objects are grouped into the squad. Specifically, friendly characters with high combat power among friendly characters that are not set as priority objects and can be grouped are grouped until the maximum number of people that can be grouped is reached. In other words, friendly characters with the maximum number of people are grouped into the squad grouped by the second automatic grouping function.
[0255] In addition, as described above, in the present embodiment, the setting of one's own characters as priority objects is not necessary. In the case of not setting one's own characters as priority objects, when the first automatic grouping function is used, the one's own characters are grouped in a manner that the combat effectiveness of the squad meets the required combat effectiveness to a minimum. Specifically, for example, it can also be set that the one's own characters with large combat effectiveness among the one's own characters that can be grouped are grouped in sequence until the combat effectiveness of the squad meets the required combat effectiveness. In this case, the total number of one's own characters grouped into the squad is an indefinite value. In other words, when the combat effectiveness of the squad reaches the required combat effectiveness at the stage where three one's own characters with large combat effectiveness among the one's own characters that can be grouped are grouped, only these three one's own characters are grouped into the squad grouped by the first automatic grouping function.
[0256] In addition, if the self-characters that are prioritized are not set, when the second automatic grouping function is used, the self-characters are grouped in a manner that prioritizes the combat power of the squad as much as possible. Specifically, for example, the self-characters that can be grouped and have high combat power are grouped until the maximum number of people that can be grouped is reached. In other words, the self-characters with the maximum number of people are grouped in the squad grouped by the second automatic grouping function.
[0257] Furthermore, as described above, in this embodiment, a repeated dispatch function is provided in which the player can arbitrarily designate the number of times to dispatch the formed squad to the dispatch destination. Fig.15 A is a fourth diagram illustrating an example of the grouping screen 170. Fig.15 As shown in A, the composition screen 170 displays a repeated dispatch count display unit 175, a repeated dispatch count increase operation unit 175a, and a repeated dispatch count decrease operation unit 175b.
[0258] The number of dispatches currently being set is displayed in the repeated dispatch number display unit 175. When the repeated dispatch number increase operation unit 175a is operated by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 175 is updated. In addition, when the repeated dispatch number decrease operation unit 175b is operated by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 175 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 175 is one.
[0259] In addition, if the number of dispatches is set to multiple times, Fig.15 As shown in A, the required time displayed in the required time display unit 173b is updated according to the set dispatch number. For example, when the required time required for one dispatch is 1 hour and 30 minutes, when the dispatch number is set to 4 times, Fig.15 As shown in A, the update is displayed every 6 hours.
[0260] In addition, as described above, in the expedition game, the time required for one dispatch is set to be longer than the time required for one battle game. Therefore, in this embodiment, in addition to improving the combat effectiveness of the squad to shorten the required time, a time shortening function for shortening the required time in the expedition game is also provided. That is, in this embodiment, both shortening the required time by improving the combat effectiveness of the squad and using the time shortening function can be used at the same time.
[0261] like Fig.15 As shown in FIG. 1A , a time shortening operation unit 176 is displayed on the formation screen 170 . When the player operates the time shortening operation unit 176 , a time shortening screen 180 described later is displayed on the display 26 .
[0262] Fig.15 B is a first figure for explaining an example of a time shortening screen 180. In the present embodiment, as a time shortening function, a first time shortening function is provided for shortening the required time using a specified item (time shortening ticket) owned by the player. Specifically, the player can shorten the required time by 1 hour by consuming 1 time shortening ticket. In addition, a limit may be set on the number of time shortening tickets that can be consumed within a preset period. For example, a maximum of 99 time shortening tickets may be consumed per day. In this case, the required time can be shortened by a maximum of 99 hours per day by consuming the time shortening ticket.
[0263] like Fig.15 As shown in FIG. 8B , the time shortening screen 180 displays a shortening times display portion 181 , a shortening times increasing operation portion 181 a , and a shortening times decreasing operation portion 181 b related to the first time shortening function.
[0264] The number of time shortening tickets consumed is displayed in the shortening times display unit 181. When the shortening times increasing operation unit 181a is operated by the player, the number of time shortening tickets consumed increases by one, and the display of the shortening times display unit 181 is updated. In addition, when the shortening times decreasing operation unit 181b is operated by the player, the number of time shortening tickets consumed decreases by one, and the display of the shortening times display unit 181 is updated. In addition, in the present embodiment, the minimum value of the number of time shortening tickets consumed displayed in the shortening times display unit 181 is 0.
[0265] In addition, in the present embodiment, as a time shortening function, a second time shortening function is provided that shortens the required time using the specified in-game currency (gems) owned by the player. Specifically, the player can shorten the required time by 1 hour by consuming a specified number of gems once. In addition, the number of gems required for shortening 1 hour can also be variable rather than a fixed value. For example, it can also be 80 for the first time, 100 for the second time, and 120 for the third time, and the more times the number of gems is increased, the more the number of gems required is increased.
[0266] In addition, a limit may be set on the number of times the required time can be shortened by consuming a predetermined number of gems within a preset period. For example, a predetermined number of gems may be consumed up to 99 times per day to shorten the required time. In this case, the required time can be shortened by a maximum of 99 hours per day by consuming gems.
[0267] like Fig.15 As shown in FIG. 8B , the time shortening screen 180 displays a shortening times display portion 182 , a shortening times increasing operation portion 182 a , and a shortening times decreasing operation portion 182 b related to the second time shortening function.
[0268] The number of times a predetermined number of gems are consumed is displayed in the shortened number display unit 182. When the shortened number increase operation unit 182a is operated by the player, the number of times a predetermined number of gems are consumed increases by one, and the display of the shortened number display unit 182 is updated. In addition, when the shortened number decrease operation unit 182b is operated by the player, the number of times a predetermined number of gems are consumed decreases by one, and the display of the shortened number display unit 182 is updated. In addition, in the present embodiment, the number of times a predetermined number of gems are consumed displayed in the shortened number display unit 182 is 0.
[0269] In addition, a required time display unit 183 is displayed on the time reduction screen 180. Fig.15 As shown in B, when the player inputs the consumption of 2 time shortening tickets and consumes the specified number of gems twice, the required time before shortening (for example, 6 hours), the required time after shortening (for example, 2 hours), and the time shortened relative to the required time before shortening (for example, -4 hours) are displayed in the required time display unit 183.
[0270] In addition, if Fig.15 As shown in FIG. 1B , a setting operation unit 184 in which “SET” is written and a cancel operation unit 185 in which “CANCEL” is written are displayed on the time reduction screen 180 .
[0271] When the cancel operation unit 185 of the time reduction screen 180 is operated by the player, the content displayed on the time reduction screen 180 immediately before the operation is performed is discarded. In addition, the display of the time reduction screen 180 ends, and the grouping screen 170 ( Fig.15 A) is displayed on the display 26.
[0272] When the player operates the setting operation unit 184, the time shortening function is set with the content displayed on the time shortening screen 180 immediately before the operation. In addition, the display of the time shortening screen 180 ends, and the grouping screen 170 ( Fig.15 C) is displayed on the display 26.
[0273] Fig.15 C is a fifth diagram illustrating an example of the composition screen 170. Fig.15 C shows that the player has Fig.15 In the case of the setting operation unit 184 of the time reduction screen 180 shown in B, the grouping screen 170 is displayed on the display 26. Fig.15 As shown in C, in the required time display section 173b of the composition screen 170, the required time before shortening (e.g., 6 hours), the required time after shortening (e.g., 2 hours), and the time shortened relative to the required time before shortening (e.g., -4 hours) are displayed according to the content of the time shortening function set as described above.
[0274] In addition, if Fig.15 As shown in C, a dispatch operation unit 177 in which “dispatch” is written and a cancel operation unit 178 in which “cancel” is written are displayed on the composition screen 170 .
[0275] When the player operates the cancel operation unit 178, the content displayed on the composition screen 170 immediately before the operation is discarded. In addition, the display of the composition screen 170 ends, and the dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26.
[0276] In addition, if the squad's combat power is lower than the required combat power, such as Fig.13 As shown in A, in the formation screen 170, the dispatch operation unit 177 is displayed in an inoperable state. On the other hand, when the combat power of the squad is above the required combat power, as shown in FIG. Fig.13 B. Fig.13 C. Fig.14 A. Fig.14 B. Fig.15 A. Fig.15 As shown in C, in the composition screen 170, the dispatch operation unit 177 is displayed in an operable state.
[0277] like Fig.15 As shown in FIG. 3C, when the use time shortening function is set and the player operates the dispatch operation unit 177 in the operable state on the formation screen 170, the confirmation screen 190 ( Fig.16 A) is displayed on the display 26. In addition, when the use time shortening function is not set, when the player operates the dispatch operation unit 177 in the operable state on the formation screen 170, the confirmation screen 190 ( Fig.16 A) is displayed on the display 26, and the expedition start performance screen 200 (described later) is displayed on the display 26. Fig.16 B) Display the specified time to inform the start of the expedition game.
[0278] Fig.16 A is a diagram illustrating an example of the confirmation screen 190. Fig.16 As shown in A, on the confirmation screen 190, the player is informed that the time shortening ticket and gems are consumed by using the time shortening function.
[0279] exist Fig.16 In the case of A, since the time required for one dispatch to "dispatch destination A-1" is 1 hour and 30 minutes, and the number of dispatches is set to 4 times, the total required time is displayed as 6 hours. In addition, it is displayed that the expedition time is shortened by 4 hours by using the time shortening function. When the expedition game is started under this condition, the first two dispatches are completed immediately by the time shortening function. In addition, the third dispatch is shortened by 1 hour, and the remaining required time is 30 minutes. In addition, the time for the fourth dispatch is not shortened, and the required time is 1 hour and 30 minutes. That is, when the time shortening function is used, the time is shortened in the order of the number of times in the repeated dispatches.
[0280] In addition, if Fig.16 As shown in FIG. 1A , a confirmation operation unit 191 indicating “Confirm” and a cancel operation unit 192 indicating “Cancel” are displayed on the confirmation screen 190. When the player operates 192, the display of the confirmation screen 190 ends, and the formation screen 170 ( Fig.15 C) is displayed on the display 26.
[0281] When the player operates the confirmation operation unit 191, the expedition game starts. Fig.16 B) A predetermined time is displayed on the display 26 to inform the start of the expedition game.
[0282] Fig.16 B is a diagram illustrating an example of an expedition start performance screen 200. Fig.16As shown in FIG. 2B , in the expedition start performance screen 200, a predetermined performance image for notifying the player that the expedition game has started is displayed for a predetermined time (e.g., 3 seconds). The own characters sent to the expedition are displayed in the expedition start performance screen 200. Specifically, for example, all the own characters organized into the team, or a predetermined number of the own characters organized into the team are displayed in the expedition start performance screen 200.
[0283] When a predetermined time (for example, 3 seconds) has passed, the display of the expedition start performance screen 200 on the display 26 ends. In addition, if the use time shortening function is set for the expedition game started, the following Fig.16 The time reduction performance screen 210 shown in C is displayed on the display 26 for a predetermined time. In addition, if the time reduction function is not set for the expedition game started, the time reduction function described later is used. Fig.17 A dispatch destination selection screen 100 shown in A is displayed on the display 26 .
[0284] Fig.16 C is a diagram illustrating an example of a time-reduced performance screen 210. Fig.16 As shown in C, in the time reduction effect screen 210, a predetermined effect image for notifying the player that the time reduction function is used for the started expedition game is displayed for a predetermined time (for example, 3 seconds).
[0285] When a predetermined time (for example, 3 seconds) has passed, the display of the time reduction effect screen 210 on the display 26 ends. Fig.17 A dispatch destination selection screen 100 shown in A is displayed on the display 26 .
[0286] Fig.17 A is a diagram for explaining an example of a dispatch destination selection screen 100 during execution of the expedition game. Fig.17 B is a diagram showing an example of a time reduction screen 180 during the execution of the expedition game. Fig.17 As shown in A, in the dispatch destination selection screen 100 during the execution of the expedition game, an expedition display 103 is displayed below the dispatch destination selection operation unit 101 corresponding to the dispatch destination during the execution of the expedition game.
[0287] In addition, if Fig.17As shown in FIG. 1A , in the dispatch destination selection screen 100 during the execution of the expedition game, the representative character 100a is displayed on the dispatch destination selection operation unit 101 corresponding to the dispatch destination during the execution of the expedition game. In the present embodiment, when forming a squad to be dispatched to the dispatch destination, D friendly characters are displayed as the representative characters 100a in the formation screen 170. However, the present invention is not limited thereto, and when forming a squad to be dispatched to the dispatch destination, the friendly character with the highest combat power among the formed friendly characters may be displayed as the representative character 100a.
[0288] exist Fig.17 A shows a case where the party is dispatched to "dispatch destination A-1" to play an expedition game. In this case, an expedition display 103 is displayed at the bottom of the first dispatch destination selection operation unit 101a.
[0289] like Fig.17 As shown in FIG. 1A , the remaining time until the completion of the "dispatch destination A-1" in the expedition game is displayed in the expedition display 103. Here, the remaining time is displayed as 2 hours.
[0290] In addition, if Fig.17 As shown in A, a time shortening operation unit 104 with the words "time shortening" and a retreat operation unit 105 with the words "retreat" are displayed in the expedition display 103. As described above, in this embodiment, when the player dispatches a squad to the dispatch destination, the player can use the time shortening function to shorten the remaining time of the required time. In this embodiment, the time shortening function can also be used after the execution of the expedition game starts. When the player clicks the time shortening operation unit 104, the time shortening screen 180 ( Fig.17 B) is displayed on the display 26. Fig.17 The time reduction screen 180 of B has the same Fig.15 B has the same function as the time-shortened screen 180.
[0291] That is, Fig.17 As shown in B, the time shortening screen 180 displays a shortening count display unit 181, a shortening count increase operation unit 181a, and a shortening count decrease operation unit 181b related to the first time shortening function for shortening the remaining time required to execute the expedition game after the start of the game using the time shortening ticket owned by the player.
[0292] The number of time shortening tickets consumed is displayed in the shortening times display unit 181. When the shortening times increasing operation unit 181a is operated by the player, the number of time shortening tickets consumed increases by one, and the display of the shortening times display unit 181 is updated. In addition, when the shortening times decreasing operation unit 181b is operated by the player, the number of time shortening tickets consumed decreases by one, and the display of the shortening times display unit 181 is updated.
[0293] In addition, if Fig.17 As shown in B, the time shortening screen 180 displays a shortening count display unit 182, a shortening count increase operation unit 182a, and a shortening count decrease operation unit 182b related to the second time shortening function of shortening the remaining time required to execute the expedition game after the start using the gems owned by the player.
[0294] The number of times a predetermined number of gems are consumed is displayed in the shortening number display unit 182. When the shortening number increasing operation unit 182a is operated by the player, the number of times a predetermined number of gems are consumed increases by one, and the display of the shortening number display unit 182 is updated. In addition, when the shortening number decreasing operation unit 182b is operated by the player, the number of times a predetermined number of gems are consumed decreases by one, and the display of the shortening number display unit 182 is updated.
[0295] In addition, a required time display unit 183 is displayed on the time reduction screen 180. Fig.17 As shown in B, when the player inputs the consumption of 1 time shortening ticket without consuming the specified number of gems, the required time display unit 183 displays the remaining time of the required time before shortening (for example, 2 hours), the remaining time of the required time after shortening (for example, 1 hour), and the time shortened relative to the remaining time of the required time before shortening (for example, -1 hour).
[0296] In addition, if Fig.17 As shown in FIG. 1B , a shortening operation portion 184 a in which “shorten” is written and a cancel operation portion 185 in which “cancel” is written are displayed on the time shortening screen 180 .
[0297] In addition, when the player operates the cancel operation unit 185 of the time reduction screen 180, the content displayed on the time reduction screen 180 immediately before the operation is performed is discarded. In addition, the display of the time reduction screen 180 ends, and the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.
[0298] When the shortening operation unit 184a is operated by the player, a confirmation screen 220 (displayed as the confirmation screen 220 for the player to confirm the use of the time shortening function) is displayed with the contents displayed on the time shortening screen 180 immediately before the operation. Fig.18A). Fig.18 A is a diagram for explaining an example of a confirmation screen 220 for allowing the player to confirm the use of the shortening function during execution of the expedition game.
[0299] like Fig.18 As shown in A, on the confirmation screen 220, the player is informed that the time shortening ticket and gems are consumed by using the time shortening function.
[0300] In addition, if Fig.18 As shown in FIG. 1A , a shortening operation unit 221 indicating “shortening” and a cancel operation unit 222 indicating “cancel” are displayed on the confirmation screen 220. When the player operates 222, the display of the confirmation screen 190 ends, and the time shortening screen 180 ( Fig.17 B) is displayed on the display 26.
[0301] In addition, when the shortening operation unit 221 is operated by the player, the shortening function is used, and the above Fig.16 The time reduction effect screen 210 shown in C is displayed on the display 26 for a predetermined time. When the predetermined time has passed, the display of the time reduction effect screen 210 on the display 26 ends. Fig.18 The dispatch destination selection screen 100 shown in B is displayed on the display 26 .
[0302] Fig.18 B is a diagram for explaining an example of a dispatch destination selection screen 100 displayed when the shortening function is used during the execution of the expedition game. Fig.18 As shown in B, the remaining time until the completion of the "dispatch destination A-1" in the expedition game is displayed in the expedition display 103 of the dispatch destination selection screen 100. Here, the remaining time is reduced by 1 hour by the reduction function, and the remaining time is displayed as 1 hour.
[0303] In addition, as described above, in this embodiment, the same own character cannot be repeatedly grouped for each of the multiple dispatch destinations. That is, when a predetermined own character is dispatched to the expedition game being executed, the predetermined own character cannot be dispatched to another dispatch destination. Therefore, in this embodiment, a retreat function is provided in which the player can withdraw the team from the expedition game being executed to terminate the expedition game being executed. By using the retreat function, the predetermined own character desired by the player can be dispatched to another dispatch destination.
[0304] like Fig.18As shown in FIG. 2B , a retreat operation unit 105 with “retreat” written on it is displayed in the expedition display 103 of the dispatch destination selection screen 100 . When the player operates the retreat operation unit 105 , a retreat confirmation screen 230 ( FIG. 24 ) for the player to confirm the use of the retreat function is displayed. Fig.19 A) is displayed on the display 26.
[0305] Fig.19 A is a diagram illustrating an example of the retreat confirmation screen 230. Fig.19 As shown in FIG. 1A , in the retreat confirmation screen 230, the player is informed that if the retreat function is used, the player cannot obtain the reward for the unfinished expedition game, the remaining time of the required time will be reset, and the time reduction ticket and gems used to shorten the time will not be returned. In addition, if the above-mentioned repeated dispatch function is used to set multiple dispatches to the dispatch destination, and if the above-mentioned retreat function is used, the player can receive the reward related to the expedition game that has been completed among the multiple dispatches.
[0306] like Fig.19 As shown in FIG. 1A , a cancel operation unit 231 indicating “cancel” and a confirmation operation unit 232 indicating “confirm” are displayed on the retreat confirmation screen 230. When the player operates the cancel operation unit 231, the retreat function is not used, and the display of the retreat confirmation screen 230 ends. Fig.18 B) is displayed again on the display 26.
[0307] In addition, when the player operates the confirmation operation unit 232, the retreat function is used. In addition, when the player operates the confirmation operation unit 232, the expedition retreat screen 240 ( Fig.19 B) is displayed on the display 26.
[0308] Fig.19 B is a diagram illustrating an example of the expedition retreat screen 240. Fig.19 As shown in FIG. 2B , in the expedition retreat screen 240, the player is informed that the retreat operation unit 105 ( Fig.18 B) The corresponding type of dispatch destination has withdrawn. Fig.19 In B, the player is informed that the retreat from "dispatch destination A-1" has been carried out.
[0309] In addition, if Fig.19 As shown in FIG. 2B , a closing operation unit 241 indicating “Close” is displayed on the expedition retreat screen 240. When the player operates the closing operation unit 241, the display of the expedition retreat screen 240 ends, and the dispatch destination selection screen 100 ( Figure 7B) is displayed on the display 26. In addition, in the dispatch destination selection screen 100 displayed at this time, the expedition display 103 ( Fig.17 A) is non-display.
[0310] In addition, when the required time has passed without using the retreat function, the expedition game is completed. Fig. 20 A is a diagram for explaining an example of a dispatch destination selection screen 100 when an expedition is completed. Fig. 20 In A, it is shown that "delivery destination A-1" has been completed.
[0311] like Fig. 20 As shown in A, in the dispatch destination selection screen 100, an expedition completion display 106 is displayed at the bottom of the dispatch destination selection operation unit 101 corresponding to the completed dispatch destination. Fig. 20 As shown in FIG. 1A , a result confirmation operation unit 107 with the word “Confirm Result” is displayed in the expedition completion display 106 . When the player operates the result confirmation operation unit 107 , the expedition completion screen 250 ( Fig. 20 B) is displayed on the display 26.
[0312] Fig. 20 B is a diagram illustrating an example of an expedition completion screen 250. Fig. 20 As shown in FIG. 2B , in the expedition completion screen 250, the result confirmation operation unit 107 ( Fig. 20 A) The rewards obtained at the dispatch destination of the corresponding type are displayed at a glance. In addition, when the expedition completion screen 250 is displayed, the player can complete the collection of the rewards obtained at the dispatch destination. Fig. 20 In B, a state in which the rewards obtained by completing "dispatch destination A-1" are displayed in a list.
[0313] In addition, if Fig. 20 As shown in FIG. 2B , a non-re-dispatch operation unit 251 indicating “Do not re-dispatch” and a re-dispatch operation unit 252 indicating “Re-dispatch” are displayed on the expedition completion screen 250. When the player clicks the non-re-dispatch operation unit 251, the display of the expedition completion screen 250 ends, and the dispatch destination selection screen 100 ( Figure 7 B) is displayed on the display 26. That is, since the player has received the reward obtained by completing "dispatch destination A-1", the expedition completion display 106 ( Fig. 20 A) becomes non-display.
[0314] When the player operates the re-dispatch operation unit 252, a re-dispatch screen 260 ( Fig.21) is displayed on the display 26.
[0315] Fig.21 2 is a diagram for explaining an example of the re-dispatch screen 260. Fig.21 As shown, a dispatch destination display unit 261 is displayed in the re-dispatch screen 260. The dispatch destination display unit 261 displays the type of the dispatch destination (here, "dispatch destination A-1") and the play conditions corresponding to the type of the dispatch destination (required combat power, maximum number of people, required time).
[0316] like Fig.21 As shown, the squad display unit 262 is displayed in the dispatch destination display unit 261. The squad display unit 262 displays the own characters in the same formation as the squad dispatched to the dispatch destination last time. In addition, it can also be set that at least part of all the own characters used to form the squad are displayed in the squad display unit 262.
[0317] In addition, in the present embodiment, the repeated dispatch function can be used in the re-dispatch screen 260. In addition, in the present embodiment, the following case is shown: the repeated dispatch function can be used in the re-dispatch screen 260, while the time reduction function cannot be used. However, this is not limited to this, and both the repeated dispatch function and the time reduction function can be used in the re-dispatch screen 260.
[0318] like Fig.21 As shown, a repeated dispatch count display unit 264, a repeated dispatch count increase operation unit 264a, and a repeated dispatch count decrease operation unit 264b are displayed on the dispatch destination display unit 261.
[0319] The number of dispatches currently set is displayed in the repeated dispatch number display unit 264. When the repeated dispatch number increase operation unit 264a is operated by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 264 is updated. In addition, when the repeated dispatch number decrease operation unit 264b is operated by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 264 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 264 is one.
[0320] In addition, if Fig.21 As shown, a cancel operation unit 265 indicating "Cancel" and a dispatch operation unit 266 indicating "Dispatch" are displayed on the re-dispatch screen 260. When the player operates the cancel operation unit 265, the content displayed on the re-dispatch screen 260 immediately before the operation is performed is discarded. In addition, the display of the re-dispatch screen 260 ends, and the re-dispatch operation unit 252 ( Fig. 20B) Expedition completion screen 250 before being operated ( Fig. 20 B) is displayed on the display 26.
[0321] When the player operates the dispatch operation unit 266, the expedition game starts. Fig.16 B) The specified time is displayed on the display 26 to inform the start of the expedition game. When the specified time has passed, the expedition start performance screen 200 ( Fig.16 B) is displayed, and the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.
[0322] Fig. 22 A is a diagram illustrating an example of an expedition home page screen 90 when the expedition is completed. Fig. 22 As shown in A, when there is an expedition game for which the reward has not yet been received or an expedition game is being executed, the representative character 100a is displayed on the expedition layer selection operation unit 91 corresponding to the layer to which the dispatch destination belongs.
[0323] In addition, Fig. 22 In A, it is shown that "dispatch destination A-1" and "dispatch destination A-2" have been completed. When the player operates the concentrated expedition completion operation unit 95, the concentrated expedition completion screen 270 ( Fig. 22 B) is displayed on the display 26. In addition, when there are more than one expedition games for which the rewards have not been received, the PT selection operation unit 94 or the centralized expedition completion operation unit 95 may display an identification display for indicating that there are more than one expedition games for which the rewards have not been received. Specifically, as the identification display, a number indicating the number of expedition games for which the rewards have not been received may be displayed. Alternatively, specifically, as the identification display, a symbol indicating that there are expedition games for which the rewards have not been received may be displayed.
[0324] As described above, when the player operates the concentrated expedition completion operation unit 95, the concentrated expedition completion screen 270 ( Fig. 22 B) is displayed on the display 26. Fig. 22 B is a diagram for explaining an example of the concentrated expedition completion screen 270. Fig. 22 As shown in B, in the concentrated expedition completion screen 270, the rewards obtained by all dispatch destinations for which the expedition game has been completed after the required time has elapsed and the collection of rewards has not yet been completed are displayed in a list.
[0325] In addition, when the concentrated expedition completion screen 270 is displayed, the player can complete the collection of rewards obtained at these dispatch destinations. Fig. 22In B, a state in which rewards obtained by completing "dispatch destination A-1" and "dispatch destination A-2" are displayed in a list is shown.
[0326] In addition, if Fig. 22 As shown in FIG. 2B , a non-re-dispatch operation unit 271 indicating “Do not re-dispatch” and a re-dispatch operation unit 272 indicating “Re-dispatch” are displayed on the centralized expedition completion screen 270. When the player clicks the non-re-dispatch operation unit 271, the display of the expedition completion screen 250 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26. That is, since the player has received the reward obtained by completing "dispatch destination A-1" and "A-2", the representative character 100a ( Fig. 22 A) becomes non-display.
[0327] When the player operates the re-dispatch operation unit 272, a re-dispatch screen 280 ( Fig.23 ) is displayed on the display 26.
[0328] Fig.23 280 is a diagram for explaining an example of the re-dispatch screen 280. Fig.23 As shown, a dispatch destination display unit 281 is displayed for each type of dispatch destination in the re-dispatch screen 280. The dispatch destination display unit 281 displays the type of dispatch destination and the play conditions (required combat power, maximum number of players, required time) corresponding to the type of dispatch destination.
[0329] In addition, if Fig.23 As shown, the squad display unit 282 is displayed in the dispatch destination display unit 281. The team display unit 282 displays the own characters of the same formation as the squad dispatched to the dispatch destination last time. In addition, it can also be set that at least part of all the own characters used to form the squad are displayed in the squad display unit 282.
[0330] In addition, if Fig.23 As shown, a check box 283 is displayed in the dispatch destination display unit 281. The player can switch whether to dispatch again to the dispatch destination of the type corresponding to the check box 283 by operating the check box 283.
[0331] In addition, in the present embodiment, the repeated dispatch function can be used in the re-dispatch screen 280. In addition, in the present embodiment, the following case is shown: the repeated dispatch function can be used in the re-dispatch screen 280, while the time reduction function cannot be used. However, this is not limited to this, and both the repeated dispatch function and the time reduction function can be used in the re-dispatch screen 280.
[0332] like Fig.23 As shown, a repeated dispatch count display unit 284, a repeated dispatch count increase operation unit 284a, and a repeated dispatch count decrease operation unit 284b are displayed on the dispatch destination display unit 281.
[0333] The number of dispatches currently being set is displayed in the repeated dispatch number display unit 284. When the repeated dispatch number increase operation unit 284a is operated by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 284 is updated. In addition, when the repeated dispatch number decrease operation unit 284b is operated by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 284 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 284 is one.
[0334] In addition, if Fig.23 As shown, a cancel operation unit 285 indicating "Cancel" and a dispatch operation unit 286 indicating "Dispatch" are displayed on the re-dispatch screen 280. When the player operates the cancel operation unit 285, the content displayed on the re-dispatch screen 280 immediately before the operation is performed is discarded. In addition, the display of the re-dispatch screen 280 ends, and the re-dispatch operation unit 272 ( Fig. 22 B) Concentrated expedition completion screen 270 before being operated ( Fig. 22 B) is displayed on the display 26.
[0335] When the player operates the dispatch operation unit 286, the expedition game starts. Fig.16 B) The specified time is displayed on the display 26 to inform the start of the expedition game. When the specified time has passed, the expedition start performance screen 200 ( Fig.16 B) is displayed, and the expedition home page screen 90 ( Fig. 22 A) is displayed on the display 26.
[0336] In addition, as described above, in this embodiment, a team can be dispatched to each of a plurality of dispatch destinations. Specifically, the dispatch destination selection screen 100 ( Figure 7 B) and repeat the grouping screen 170 ( Fig.13 A. Fig.13 B) and a series of operations such as the formation of the squad in the dispatch operation unit 177 to dispatch the squad to each of the plurality of dispatch destinations. However, in the above method, when dispatching the squad to each of a large number of dispatch destinations, the player's operation becomes complicated, so there is a concern that the convenience of the player is reduced.
[0337] Therefore, in this embodiment, a combined expedition function is provided as a function for facilitating the dispatch of a team to each of a plurality of dispatch destinations. Figure 7 A) is displayed at the top of the joint expedition selection operation unit 93. When the player operates the joint expedition selection operation unit 93, a joint expedition screen 290 ( Fig.24 A) is displayed on the display 26.
[0338] Fig.24 A is a first diagram for explaining an example of the joint expedition screen 290. Fig.24 B is a second diagram illustrating an example of the joint expedition screen 290. Fig.24 As shown in FIG. 1A , one or more dispatch destination display units 291 corresponding to the types of dispatch destinations are displayed in the center of the joint expedition screen 290 . In the initial state, the dispatch destination display units 291 corresponding to the types of all dispatch destinations are displayed on the joint expedition screen 290 .
[0339] In addition, in the dispatch destination display unit 291, the player can organize the squad to be dispatched to each dispatch destination. In addition, the dispatch destination display unit 291 displays a manual organization operation unit 292 in which "manual organization" is written and an automatic organization operation unit 293 in which "automatic organization" is written. When the player operates the manual organization operation unit 292, a grouping screen (not shown) for a joint expedition is displayed on the display 26. In the grouping screen (not shown) for a joint expedition, the grouping of the squad can be set based on the player's operation. The display content and function of the grouping screen (not shown) for a joint expedition can be the same as those of the grouping screen 170.
[0340] When the automatic grouping operation unit 293 is operated by the player, the automatic grouping setting screen 160 ( Fig.12 A. Fig.12 The automatic grouping function (the first automatic grouping function or the second automatic grouping function) of the type set by the player in B) is used to automatically group the team.
[0341] In addition, a special release item object display unit 294 is provided in the dispatch destination display unit 291. As described above, when a team is formed, Fig.24 As shown in B, the friendly character set as the special item release target that can obtain the special item is displayed on the special release item target display unit 294.
[0342] In addition, in this embodiment, the repeated dispatch function can be used in the joint expedition screen 290. Fig.24As shown in FIG. 1A , a repeated dispatch count display unit 295 , a repeated dispatch count increase operation unit 295 a , and a repeated dispatch count decrease operation unit 295 b are displayed on the dispatch destination display unit 291 .
[0343] The number of dispatches currently being set is displayed in the repeated dispatch number display unit 295. When the repeated dispatch number increase operation unit 295a is operated by the player, the number of dispatches is increased by one, and the display of the repeated dispatch number display unit 295 is updated. In addition, when the repeated dispatch number decrease operation unit 295b is operated by the player, the number of dispatches is decreased by one, and the display of the repeated dispatch number display unit 295 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the repeated dispatch number display unit 295 is one.
[0344] In addition, in this embodiment, the time reduction function can be used in the expedition together screen 290. Fig.24 As shown in A, a time reduction operation unit 296 in which “time reduction” is written is displayed on the dispatch destination display unit 291 .
[0345] When the player clicks the time reduction operation unit 296, a time reduction screen (not shown) for the joint expedition is displayed on the display 26. In the time reduction screen (not shown) for the joint expedition, detailed settings of the time reduction function can be made based on the player's operation. The display content and function of the time reduction screen (not shown) for the joint expedition can be the same as those of the time reduction screen 180.
[0346] In addition, if Fig.24 As shown in FIG. 2A , a clear operation unit 297 indicating “clear” is displayed in the dispatch destination display unit 291. When the clear operation unit 297 is operated by the player, the group content of the dispatch destination of the type corresponding to the clear operation unit 297 operated is discarded. In addition, the player's character that was displayed in the special release item object display unit 294 is no longer displayed.
[0347] In addition, if Fig.24 As shown in FIG. 2A , a formation clearing operation unit 298 indicating “formation clearing” is displayed on the joint expedition screen 290. When the player operates the formation clearing operation unit 298, the formation contents of all dispatch destinations displayed on the joint expedition screen 290 are discarded. In addition, the player's character that was displayed on the special release item object display unit 294 is no longer displayed.
[0348] In addition, if Fig.24 As shown in A, a check box 299 is displayed on the dispatch destination display unit 291. The player can switch whether to dispatch to the dispatch destination of the type corresponding to the check box 299 by operating the check box 299.
[0349] In addition, if Fig.24 As shown in A, a check all cancel operation unit 300 in which "check all cancel" is written is displayed on the joint expedition screen 290. When the player operates the check all cancel operation unit 300, all the check boxes 299 displayed on the joint expedition screen 290 are canceled.
[0350] In addition, if Fig.24 As shown in A, a priority setting operation unit 301 labeled "priority setting" is displayed on the joint expedition screen 290. When the player operates the priority setting operation unit 301, the priority setting screen 130 ( Fig. 9 B) is displayed on the display 26. When the priority is set on the priority setting screen 130, the display of the priority setting screen 130 ends, and the joint expedition screen 290 is displayed on the display 26.
[0351] In addition, if Fig.24 As shown in FIG. 1A , a first filter display operation unit 302 for filtering the dispatch destination display unit 291 displayed on the joint expedition screen 290 is displayed on the joint expedition screen 290 .
[0352] When the first filter display operation unit 302 is clicked by the player, filtering can be performed according to the type of the dispatch destination. For example, it can also be set to filter and display for each layer to which the dispatch destination belongs. In addition, for example, as the type of the dispatch destination, it is also possible to set a normal dispatch destination that the player can always select as described above, and a first special dispatch destination and a second special dispatch destination that can only be selected when a pre-set appearance condition is met. For example, with respect to the first special dispatch destination, when a pre-set specified item is used, the appearance condition is met, and the player can dispatch a team to the first special dispatch destination. In addition, with respect to the second special dispatch destination, a lottery is performed when the expedition game is completed and the reward is received. If the player is drawn in the lottery, the appearance condition is met, and the player can dispatch a team to the second special dispatch destination. Moreover, it can also be set to be able to switch between the case where only the normal dispatch destination is filtered out and displayed, the case where only the first special dispatch destination is filtered out and displayed, and the case where only the second special dispatch destination is filtered out and displayed.
[0353] In addition, if Fig.24 As shown in FIG. 1A , a second narrowing display operation unit 303 for narrowing down the dispatch destination display unit 291 displayed on the joint expedition screen 290 is displayed on the joint expedition screen 290 .
[0354] The player can click the second filter display operation unit 303 to switch between a filter display in which only the dispatch destinations whose checkboxes 299 are checked are displayed and a filter display in which all types of dispatch destinations are displayed regardless of whether the checkboxes 299 are checked.
[0355] In addition, if Fig.24 As shown in FIG. 1A , a search tab 304 is displayed on the joint expedition screen 290. In addition, a search operation unit 304a with the word "Search" and three item selection columns 304b are displayed on the search tab 304. When the player operates any one of the item selection columns 304b, an item selection screen (not shown) is displayed on the display 26. In the item selection screen (not shown), the player can select up to three desired items (EX equipment, normal items).
[0356] In addition, for example, when a promotional activity is implemented in an expedition game, only the dispatch destination corresponding to the promotional activity being implemented can be filtered out and displayed. In addition, the promotional activity is executed for a preset period (for example, 10 days). In addition, it can also be set that the dispatch destination display unit 291 of the dispatch destination that is the object of the promotional activity displays a prescribed icon indicating that it is the object of the promotional activity. In addition, the content of the promotional activity is not particularly limited. For example, it can be set to increase the required time proportionally when the squad exceeds the required combat power, and to increase the reward given to the player when the expedition game is completed. For example, it can also be set that when multiple promotional activities are executed at the same time, multiple icons corresponding to each promotional activity are displayed on the dispatch destination display unit 291. In addition, it can also be that although the above-mentioned promotional activity is implemented at the time of starting the expedition game, the promotional activity has ended at the time of completing the expedition game, the promotional activity is applied to the expedition game. Alternatively, it can also be that although the above-mentioned promotional activity is implemented at the time of starting the expedition game, the promotional activity has ended at the time of completing the expedition game, the promotional activity is not applied to the expedition game.
[0357] Furthermore, the item selected by the player in the item selection screen (not shown) is displayed in the item selection column 304b. Furthermore, when the player operates the search operation unit 304a while the item is displayed in the item selection column 304b, the dispatch destination display unit 291 corresponding to the dispatch destinations where the item displayed in the item selection column 304b can be obtained is displayed in a list on the joint expedition screen 290.
[0358] In addition, in this embodiment, the content currently displayed in the expedition together screen 290 is saved in accordance with the preset. Fig.24As shown in FIG. 1A , a preset switching operation unit 305 is displayed on the upper part of the joint expedition screen 290. In this embodiment, a total of 9 presets are prepared. When the player operates the preset switching operation unit 305, the joint expedition screen 290 of the content stored corresponding to the operated preset is displayed on the display 26. This can improve the convenience of the player.
[0359] In addition, if Fig.24 As shown in A, a cancel operation unit 306 indicating "cancel" is displayed on the joint expedition screen 290. When the player operates the cancel operation unit 306, the display of the joint expedition screen 290 ends, and the expedition home screen 90 ( Figure 7 A) is displayed on the display 26.
[0360] In addition, if Fig.24 A. Fig.24 As shown in B, the joint expedition screen 290 displays the joint expedition operation unit 307 with the words "Join the expedition". Fig.24 As shown in FIG. 1A, when no checkboxes 299 of the dispatch destination display unit 291 displayed on the joint expedition screen 290 are input, the joint expedition operation unit 307 is displayed in an inoperable state. In addition, when the combat effectiveness of the squad organized in the dispatch destination display unit 291 with a checkbox 299 input, is lower than the required combat effectiveness set for the corresponding dispatch destination, the joint expedition operation unit 307 is also displayed in an inoperable state.
[0361] On the other hand, when the combat capability of the squad organized in the dispatch destination display unit 291 with a check input in the check box 299 is greater than the required combat capability set for the corresponding dispatch destination, as shown in FIG. Fig.24 As shown in FIG. 2B , the expedition operation unit 307 is displayed in an operable state. When the player operates the expedition operation unit 307 in the operable state, the expedition confirmation screen 310 ( Fig.25 ) is displayed on the display 26.
[0362] Fig.253 is a diagram for explaining an example of a joint expedition confirmation screen 310. In the joint expedition confirmation screen 310, when the time shortening function is set in the joint expedition screen 290, the player is informed that the time shortening ticket and gems are consumed. In addition, in the joint expedition confirmation screen 310, various setting contents for each dispatch destination that is checked in the check box 299 of the joint expedition screen 290 are informed. In addition, when the time shortening function is not set in the joint expedition screen 290, since the time shortening ticket and gems are not consumed, only the various setting contents for each dispatch destination that is checked in the check box 299 of the joint expedition screen 290 are informed.
[0363] In addition, if Fig.25 As shown, a cancel operation unit 311 indicating "cancel" is displayed on the joint expedition confirmation screen 310. When the player operates the cancel operation unit 311, the display of the joint expedition confirmation screen 310 ends, and the joint expedition screen 290 ( Fig.24 B) is displayed on the display 26.
[0364] In addition, if Fig.25 As shown, a joint expedition operation unit 312 with the word "joint expedition" is displayed on the joint expedition confirmation screen 310. When the player operates the joint expedition operation unit 312, the expedition game starts. In addition, the expedition start performance screen 200 ( Fig.16 B) The start of the expedition game is notified by displaying a predetermined time on the display 26. The own characters to be dispatched to the expedition are displayed on the expedition start performance screen 200. Specifically, for example, all the own characters organized into the squad, or a predetermined number of the own characters organized into the squad are displayed on the expedition start performance screen 200. For example, when the squad is dispatched to each of the five dispatch destinations using the joint expedition function, a part or all of the own characters belonging to the five squads are displayed on the expedition start performance screen 200. That is, it can be said that the more the number of dispatch destinations selected in the joint expedition function, the more the predetermined number of characters displayed on the expedition start performance screen 200.
[0365] Then, when the predetermined time has elapsed, the display of the expedition start performance screen 200 on the display 26 ends.
[0366] Furthermore, if the time reduction function is set for the expedition game started, the time reduction performance screen 210 is displayed for a predetermined time on the display 26. In addition, if the time reduction function is not set for the expedition game started, the expedition home screen 90 ( Fig. 22A) is displayed on the display 26. When the predetermined time has passed, the display of the time reduction performance screen 210 on the display 26 ends. Fig. 22 A) is displayed on the display 26.
[0367] In this way, the player can grasp the dispatch destinations where the player's desired item can be obtained simply by selecting the desired item and operating the search operation unit 304a. By simply organizing a team, selecting the number of dispatches, and checking the check box 299 for each displayed dispatch destination, the expedition game for the selected number of dispatches can be started for the selected one or more dispatch destinations. This makes it easy to collect items and saves the player's time.
[0368] As described above, when the player clicks (operates) the expedition home screen 90 ( Figure 7 A. Fig. 22 When the PT in the expedition of A) selects the operation unit 94, the expedition team list screen 320 ( Fig.26 A) is displayed on the display 26.
[0369] Fig.26 A is a diagram illustrating an example of a squad list screen 320 during an expedition. Fig.26 In A, it is shown that the remaining time until the "dispatch destination A-1" in which the expedition game is being executed is completed is 2 hours, and the "dispatch destination A-2" has been completed.
[0370] like Fig.26 As shown in Figure A, the dispatch destination display unit 321 is displayed in the expedition team list screen 320. The dispatch destination display unit 321 displays the type of the dispatch destination (here, "dispatch destination A-1", "dispatch destination A-2"), whether the expedition game is being executed, and the remaining time required for the expedition game after the start of the execution. Specifically, the dispatch destination display unit 321 corresponding to "dispatch destination A-1" displays that the expedition game is being executed (expedition in progress) and the remaining time until completion is 2 hours. In addition, the dispatch destination display unit 321 corresponding to "dispatch destination A-2" displays that the expedition game has been completed (expedition completed).
[0371] In addition, if Fig.26 As shown in A, the squad display unit 322 is displayed on the dispatch destination display unit 321. The squad display unit 322 displays the friendly characters in the same formation as the squad dispatched to the dispatch destination last time. In addition, it can also be set that at least part of all friendly characters used to form a squad are displayed in the squad display unit 322.
[0372] In addition, if Fig.26 As shown in FIG. 1A , a retreat operation unit 323 with “retreat” written on it is displayed on the dispatch destination display unit 321. When the player operates the retreat operation unit 323, the function is the same as that when the player operates the retreat operation unit 105 ( Fig.18 The functions in case B) are the same, so the description is omitted.
[0373] In addition, if Fig.26 As shown in FIG. 1A , a time reduction operation unit 324 with “time reduction” written on it is displayed on the dispatch destination display unit 321. The function of the time reduction operation unit 324 when operated by the player is the same as that when the time reduction operation unit 104 ( Fig.17 The functions in case A) are the same, so the description is omitted.
[0374] In addition, if Fig.26 As shown in FIG. 1A , a result confirmation operation unit 325 with the word “result confirmation” written therein is displayed on the dispatch destination display unit 321. When the player operates the result confirmation operation unit 325, the function is the same as that when the player operates the result confirmation operation unit 107 ( Fig. 20 The functions in case A) are the same, so the description is omitted.
[0375] In addition, if Fig.26 As shown in FIG. 1A , in this embodiment, the retreat operation unit 323 and the time reduction operation unit 324 are displayed only in the dispatch destination display unit 321 corresponding to the expedition game (“dispatch destination A-1”) that is being executed (expedition in progress). That is, since the expedition game that has been completed (expedition completed) does not need to use the retreat function and the time reduction function, the retreat operation unit 323 and the time reduction operation unit 324 are not displayed in the dispatch destination display unit 321 corresponding to the expedition game (“dispatch destination A-2”) that has been completed (expedition completed). As a result, the concern that unnecessary operation units are displayed and the appearance is deteriorated can be reduced.
[0376] In addition, in this embodiment, an additional dispatch function is provided. The additional dispatch function is a function that adds (increases) the number of dispatches to the number of dispatches initially set at the start of the expedition game after the expedition game starts and before the expedition game is completed. Thus, even if the dispatch destination selection screen 100 ( Figure 7 B) by selecting the type of expedition game and the formation of the team through any dispatch destination selection operation unit 101, and the expedition game can be started, thereby improving the convenience of the player. In addition, compared with the case of waiting for the completion of the expedition game and using the repeated dispatch function in the re-dispatch screen 260 as described above, the number of dispatches can be added earlier, but in this case, it is necessary to temporarily wait for the completion of the expedition game, so the convenience of the player can be improved.
[0377] In this embodiment, the additional dispatch function can be used in the expedition team list screen 320. Fig.26 As shown in FIG. 1A , the additional dispatch count display unit 326, the additional dispatch count increase operation unit 326a, and the additional dispatch count decrease operation unit 326b are displayed in the dispatch destination display unit 321 corresponding to the expedition game (“dispatch destination A-1”) that is being executed (expedition in progress). The additional dispatch count display unit 326, the additional dispatch count increase operation unit 326a, and the additional dispatch count decrease operation unit 326b are not displayed in the dispatch destination display unit 321 corresponding to the expedition game (“dispatch destination A-2”) that has been completed (expedition completed).
[0378] The number of dispatches to be added is displayed in the additional dispatch number display unit 326. When the additional dispatch number increase operation unit 326a is operated by the player, the number of dispatches to be added is increased by one, and the display of the additional dispatch number display unit 326 is updated. In addition, when the additional dispatch number decrease operation unit 326b is operated by the player, the number of dispatches to be added is decreased by one, and the display of the additional dispatch number display unit 326 is updated. In addition, in the present embodiment, the minimum value of the number of dispatches displayed in the additional dispatch number display unit 326 is one.
[0379] In addition, a turn adding operation unit 327 in which “turn addition” is written and a closing operation unit 328 in which “close” is written are displayed in the dispatch destination display unit 321 of the expedition squad list screen 320 .
[0380] When the player operates the closing operation unit 328, the content displayed on the expedition party list screen 320 immediately before the operation is performed is discarded. In addition, the display of the expedition party list screen 320 ends, and the expedition PT selection operation unit 94 ( Figure 7 A. Fig. 22 A) Expedition home screen before operation 90 ( Figure 7 A. Fig. 22 A) is displayed on the display 26.
[0381] When the player operates the turn addition operation unit 327, the number of dispatches is added (counted) to the expedition game being executed. A turn addition completion screen 330 ( Fig.26 B) is displayed on the display 26. Furthermore, as described above, when a limit is set such that one type of expedition game can be executed a maximum of 10 times a day, the number of dispatches can be added (added) within the range not exceeding the upper limit.
[0382] Fig.26 B is a diagram showing an example of the round addition completion screen 330. Fig.26 As shown in FIG. 3B, a message indicating that the number of dispatches has been added (counted) is displayed on the turn addition completion screen 330. In addition, as shown in FIG. Fig.26 As shown in B, the turn addition completion screen 330 displays the type of dispatch destination for which the number of dispatches is to be added (added), the number of dispatches added (added), and the remaining time required after the number of dispatches is added (added).
[0383] In addition, if Fig.26 As shown in FIG. 3B , a confirmation operation unit 331 with “Confirm” written on it is displayed on the turn addition completion screen 330 . When the player operates the confirmation operation unit 331 , the display of the turn addition completion screen 330 on the display 26 ends. In addition, the expedition squad list screen 320 is displayed on the display 26 .
[0384] Next, the EX equipment involved in this embodiment is described. Figure 3 When the image of the all-character is displayed on the all-character confirmation screen 50 shown in B, the all-character details screen 340 corresponding to the clicked all-character is displayed on the display 26. Fig. 27 A is a first figure showing an example of the own character details screen 340. Fig. 27 B is a second diagram showing an example of the all-player character details screen 340 .
[0385] like Fig. 27 As shown in A, a strengthening item selection operation unit 341 is displayed in the own character details screen 340. The strengthening item selection operation unit 341 is provided with a plurality of operation units that can be operated by the player. The strengthening item selection operation unit 341 is provided with a normal equipment selection operation unit 341a, a level strengthening selection operation unit 341b, a skill strengthening selection operation unit 341c, a star strengthening selection operation unit 341d, and an EX equipment selection operation unit 341e. When any one of the strengthening item selection operation units 341 is selected, the selected operation unit is highlighted. Fig. 27 A shows a situation where the EX equipment selection operation unit 341e is operated.
[0386] like Fig. 27 As shown in A, a detail display unit 342 is displayed on the player's character detail screen 340. The detail display unit 342 displays a first operation unit 342a in which "other than guild battle" is written and a second operation unit 342b in which "guild battle" is written.
[0387] In this embodiment, EX equipment that becomes effective when equipped in battle games other than the above-mentioned guild battles (EX equipment in the first setting box) and EX equipment that becomes effective when equipped in battle games of guild battles (EX equipment in the second setting box) can be set independently.
[0388] Specifically, when the player operates the first operation unit 342a of the detail display unit 342, it is possible to set EX equipment (EX equipment in the first setting box) that becomes effective in battle games other than guild battles. That is, in battle games other than guild battles, various parameters of the own character are not changed (enhanced) based on the EX equipment set in the second setting box, but are changed (enhanced) based on the EX equipment set in the first setting box.
[0389] In addition, when the player operates the second operation unit 342b of the detail display unit 342, it is possible to set EX equipment (EX equipment in the second setting box) that becomes effective in the battle game of the guild battle. Fig. 27 A shows the case where the first operating unit 342a is operated. That is, in the battle game of the guild battle, the various parameters of the own character are not changed (enhanced) based on the EX equipment set in the first setting frame, but are changed (enhanced) based on the various EX equipment set in the second setting frame.
[0390] Fig.28 is a diagram illustrating the classes of EX equipment. Fig.28 As shown in the table, EX equipment is roughly divided into three categories: "weapons", "armor" and "accessories". Fig.28 As shown, each major category includes multiple subcategories of EX equipment.
[0391] Specifically, if Fig.28 As shown, "Weapons" includes EX equipment classified into 10 subcategories, namely "One-handed Sword", "Two-handed Sword", "Dagger", "Spear", "Axe", "Bow", "Fist", "Shield", "Book", and "Staff".
[0392] In addition, "Defense Gear" includes EX equipment classified into four subcategories: "Clothing", "Armor", "White Robe", and "Black Robe".
[0393] In addition, "Accessories" includes EX equipment classified into five subcategories: "Rings", "Bracelets", "Necklaces", "Orbs", and "Earrings".
[0394] Furthermore, each of the above-mentioned subcategories includes multiple types of EX equipment with different rarities and various states, that is, different types. In addition, different types of EX equipment means EX equipment with different ID information associated with the EX equipment. In addition, the EX equipment included in each subcategory is classified into one of normal EX equipment and special EX equipment, and the details are described later. That is, normal EX equipment and special EX equipment are different in type and have different associated ID information.
[0395] In the present embodiment, for each character type, that is, for each character ID, one sub-category of EX equipment that can be equipped is preset for each major category.
[0396] Specifically, for example, Fig.28 As shown, it is set for "Character A" that as a "weapon" it is possible to equip EX equipment classified as "one-handed sword", as a "protection gear" it is possible to equip EX equipment classified as "costume", and as an "accessory" it is possible to equip EX equipment classified as "ring". That is, it is set for "Character A" that as a "weapon" it is not possible to equip EX equipment other than "one-handed sword", as a "protection gear" it is not possible to equip EX equipment other than "costume", and as an "accessory" it is not possible to equip EX equipment other than "ring".
[0397] Back to Fig. 27 A. An image of the own character is displayed in the own character details screen 340, and a first display frame 343a corresponding to "weapons", a second display frame 343b corresponding to "armor", and a third display frame 343c corresponding to "accessories" are displayed around the image of the own character.
[0398] exist Fig. 27 In A, it is shown that the player character is equipped with "EX Sword 1" which is a "one-handed sword" as the EX equipment of "weapon". Fig. 27 As shown in A, an icon image of EX equipment representing the equipped "weapon" is displayed in the first display frame 343a.
[0399] In addition, Fig. 27 In A, it is shown that the player character is not equipped with EX equipment such as "armor" and "accessories". Fig. 27 As shown in A, a mark indicated by "+" indicating that the EX equipment is not equipped is displayed in the second display frame 343b and the third display frame 343c.
[0400] In addition, Fig. 27 A shows a case where the player operates the first display frame 343a. In this case, various information and various operation units related to the EX equipment in the first display frame 343a are displayed in the detail display unit 342.
[0401] Specifically, if Fig. 27 As shown in A, the details display unit 342 displays information such as the name of the EX equipment in the first display frame 343a equipped, various states set for the EX equipment, and the content of the skills.
[0402] In addition, if Fig. 27 As shown in A, the details display unit 342 displays as operation units an acquisition location operation unit 345a recorded as “acquisition location”, an item operation unit 345b recorded as “item”, a reinforcement operation unit 345c recorded as “reinforcement”, an upper limit opening operation unit 345d recorded as “upper limit opening”, and an equipment change operation unit 345e recorded as “equipment change”.
[0403] When the player operates the acquisition location operation unit 345a, an acquisition location screen 540 (described later) is displayed. Fig.39 A) is displayed on the display 26. In the location acquisition screen 540 ( Fig.39 A) displays the type of expedition game that can obtain the EX equipment displayed in the detail display unit 342, and the details will be described later.
[0404] When the player operates the item operation unit 345b, an item list screen 500 ( Fig.36 A) is displayed on the display 26. In the item list screen 500 ( Fig.36 In A), EX equipment can be disassembled (sold) based on the player's operation, and the details will be described later.
[0405] When the player operates the enhancement operation unit 345c, an EX equipment enhancement screen 460 ( Fig.34 A) is displayed on the display 26. In the EX equipment enhancement screen 460 ( Fig.34 A) In the example above, EX equipment can be enhanced within a specified upper limit by consuming specified items based on the player's operation. Details will be described later.
[0406] When the upper limit release operation unit 345d is operated by the player, an EX equipment upper limit release screen 420 ( Fig.32 A) is displayed on the display 26. On the EX equipment upper limit opening screen 420 ( Fig.32 In A), the upper limit of the enhancement of the above-mentioned EX equipment can be gradually opened by consuming predetermined items based on the player's operation, and the details will be described later.
[0407] When the player operates the equipment change operation unit 345e, an EX equipment change screen 390 ( Fig.31 A) is displayed on the display 26. In the EX equipment change screen 390 ( Fig.31In A), the EX equipment to be equipped can be manually set based on the player's operation (manual equipment function), and the details will be described later.
[0408] In addition, if Fig. 27 As shown in FIG. 2A , a skill detail operation unit 346 as an operation unit is displayed on the detail display unit 342. When the player operates the skill detail operation unit 346, a skill detail screen (not shown) is displayed on the display 26. The player can check more detailed information of the skill (ability) set for the equipped EX equipment displayed on the detail display unit 342 on the skill detail screen.
[0409] In addition, if Fig. 27 As shown in FIG. 1A , a one-touch entrustment equipment operation unit 347 with the title “One-touch entrustment equipment” is displayed on the player's character details screen 340. When the player operates the one-touch entrustment equipment operation unit 347, a one-touch entrustment EX equipment setting screen 350 (described later) is displayed. Fig.29 A) is displayed in the form of a pop-up window on the display 26. In the one-click request EX equipment setting screen 350 ( Fig.29 In A), it is possible to make settings when using the automatic equipment function for automatically equipping EX equipment, the details of which will be described later.
[0410] exist Fig. 27 B shows a situation where the player operates the second display frame 343b. In the second display frame 343b, the EX equipment is not equipped. In this case, a message stating "EX equipment (armor) is not equipped" is displayed in the details display unit 342. In addition, in this case, in the details display unit 342, only the first operation unit 342a, the second operation unit 342b, the equipment change operation unit 345e, and the acquisition method operation unit 345f are displayed as operation units, and other operation units (acquisition location operation unit 345a, prop operation unit 345b, reinforcement operation unit 345c, upper limit opening operation unit 345d, skill details operation unit 346) are not displayed.
[0411] When the player operates the obtaining method operation unit 345 f , an obtaining method screen (not shown) to be described later is displayed on the display 26 as a pop-up window.
[0412] In addition, as described above, in this embodiment, each EX equipment is classified into a type of normal EX equipment and special EX equipment. EX equipment classified as normal EX equipment can only be equipped for battle games other than guild battles. That is, normal EX equipment can be set in the first setting box mentioned above.
[0413] In addition, EX equipment classified as special EX equipment can be equipped in both battle games other than guild battles and battle games of guild battles. That is, special EX equipment can be set in the first setting box and the second setting box.
[0414] In addition, in this embodiment, it is set that the added value of attack power, defense power, etc. of EX equipment classified as normal EX equipment is relatively larger than that of EX equipment classified as special EX equipment. In other words, it can be said that EX equipment classified as normal EX equipment is relatively more advantageous to the player than EX equipment classified as special EX equipment. Therefore, usually, the player's battle game equipment for battles other than guild battles is classified as normal EX equipment, and the battle game equipment for guild battles is classified as special EX equipment.
[0415] In addition, in the present embodiment, when a battle game for a guild battle is performed using a friendly character equipped with special EX equipment, the special EX equipment is set to a use restriction state for a predetermined period of time. The special EX equipment set to the use restriction state is restricted from being equipped to other friendly characters to perform the battle game for the guild battle until the use restriction state is released.
[0416] On the other hand, even before the usage restriction is lifted, special EX equipment that has been set to a usage restriction is not restricted from being equipped to other allied characters for battle games other than Guild Battles.
[0417] As described above, when the player operates the one-touch equipment operation unit 347, the one-touch EX equipment setting screen 350 ( Fig.29 A) is displayed on the display 26 in the form of a pop-up window. Fig.29 A is a diagram showing an example of a one-touch commission EX equipment setting screen 350. Fig.29 As shown in A, the EX equipment setting screen 350 displays a priority state selection operation unit 351 for setting the state of EX equipment that is prioritized when using the automatic equipment function for automatically equipping EX equipment.
[0418] When the player operates the priority state selection operation unit 351, the priority state screen 360 ( Fig.29 B) is displayed on the display 26 in the form of a pop-up window. Fig.29 B is a diagram showing an example of the priority status screen 360. Fig.29As shown in FIG. 2B , in the priority status screen 360, items of the status of EX equipment that are prioritized when the automatic equipment function is used can be selected. Specifically, in the present embodiment, as items of the status of EX equipment that are prioritized when the automatic equipment function is used, there are provided “rarity” that prioritizes EX equipment with a higher rarity, “skill” that prioritizes EX equipment with more skills set, “physical attack power” that prioritizes EX equipment with a higher value of physical attack power set, “magic attack power” that prioritizes EX equipment with a higher value of magic attack power set, “physical defense power” that prioritizes EX equipment with a higher value of physical defense set, “magic defense power” that prioritizes EX equipment with a higher value of magic defense power set, “HP” that prioritizes EX equipment with a higher value of HP set, “physical critical strike” that prioritizes EX equipment with a higher value of physical critical strike (critical), and “magic critical strike” that prioritizes EX equipment with a higher value of magic critical strike set.
[0419] In addition, if Fig.29 As shown in FIG. 2B , a cancel operation unit 361 indicating “Cancel” and a confirmation operation unit 362 indicating “Confirm” are displayed on the priority state screen 360. When the cancel operation unit 361 is operated by the player, the content displayed on the priority state screen 360 immediately before the operation is performed is discarded. In addition, the display of the priority state screen 360 ends, and the priority state selection operation unit 351 ( Fig.29 A) One-click request EX equipment setting screen 350 before operation ( Fig.29 A) is displayed on the display 26. When the player operates the confirmation operation unit 362, the content displayed on the priority status screen 360 immediately before the operation is performed is set as an item of the status of the priority EX equipment.
[0420] In addition, if Fig.29 As shown in A, priority state selection operation units 351a, 351b, and 351c for individually setting the items that are prioritized when using the automatic equipment function for each category are displayed in the one-touch entrustment EX equipment setting screen 350. When the priority state selection operation unit 351a is operated by the player, the priority state screen 360 is displayed on the display 26, and the items that are prioritized when the EX equipment of "weapons" is automatically equipped can be individually set. In addition, when the priority state selection operation unit 351b is operated by the player, the priority state screen 360 is displayed on the display 26, and the items that are prioritized when the EX equipment of "armor" is automatically equipped can be individually set. In addition, when the priority state selection operation unit 351a is operated by the player, the priority state screen 360 is displayed on the display 26, and the items that are prioritized when the EX equipment of "accessories" is automatically equipped can be individually set.
[0421] Furthermore, when the player operates the priority state selection operation unit 351 to make the above-mentioned setting, the priority state selection operation units 351a, 351b, and 351c are grayed out. Thus, the player is informed that the setting content displayed on the priority state selection operation unit 351 is valid. On the other hand, when the player operates at least any one of the priority state selection operation units 351a, 351b, and 351c to make the above-mentioned setting, the priority state selection operation unit 351 is grayed out. Thus, the player is informed that the setting content displayed on the priority state selection operation units 351a, 351b, and 351c is valid.
[0422] In addition, if Fig.29 As shown in Figure A, a selection section 352 in which "Select EX equipment currently equipped by other characters" is displayed on the one-touch entrustment EX equipment setting screen 350. When the automatic equipment function is used in a state where the selection section 352 is selected, it is determined that the EX equipment with the highest value of the item in the set priority state among the equipable EX equipment including the EX equipment currently equipped by other friendly characters is equipped to the friendly character. When the automatic equipment function is used in a state where the selection section 352 is not selected, it is determined that the EX equipment with the highest value of the item in the set priority state among the equipable EX equipment other than the EX equipment currently equipped by other friendly characters is equipped to the friendly character.
[0423] In addition, if Fig.29 As shown in FIG. 1A , a cancel operation unit 353 with a “cancel” and a confirmation operation unit 354 with a “confirm” are displayed on the one-touch EX equipment setting screen 350. When the cancel operation unit 353 is operated by the player, the content displayed on the one-touch EX equipment setting screen 350 immediately before the operation is performed is discarded. In addition, the one-touch EX equipment setting screen 350 is not displayed, and the screen displayed on the display 26 immediately before the one-touch EX equipment setting screen 350 is displayed.
[0424] When the player operates the confirmation operation unit 354, the EX equipment to be equipped to the player's character is extracted based on the content displayed on the one-touch EX equipment setting screen 350 immediately before the operation. Then, based on the extraction result, the one-touch EX equipment confirmation screen 370 is displayed on the display 26 in the form of a pop-up window.
[0425] Fig.30 A is a diagram showing an example of a one-click commission EX equipment confirmation screen 370. Fig.30 As shown in A, in the one-click request EX equipment confirmation screen 370, the EX equipment to be equipped to the all-player character extracted as described above is displayed for each type.
[0426] In addition, on the one-click request EX equipment confirmation screen 370, information such as various states set for each EX equipment and the contents of skills is displayed.
[0427] In addition, if Fig.30 As shown in FIG. 1A , a skill detail operation unit 371 is displayed on the one-touch EX equipment confirmation screen 370. When the player operates the skill detail operation unit 371, a skill detail screen (not shown) is displayed on the display 26. The player can confirm more detailed information of the skill (ability) set for each EX equipment displayed on the one-touch EX equipment confirmation screen 370 on the skill detail screen.
[0428] In addition, if Fig.30 As shown in A, an EX equipment exchange detail operation unit 372 is displayed on the one-touch request EX equipment confirmation screen 370. When the player operates the EX equipment exchange detail operation unit 372, an EX equipment exchange detail screen 380 is displayed on the display 26 in the form of a pop-up window.
[0429] Furthermore, when the EX equipment operation unit 77x is clicked on the party selection screen 77, the one-click request EX equipment setting screen 350 ( Fig.29 A) is displayed in a pop-up window on the display 26. When the player operates the confirmation operation unit 354 of the one-touch EX equipment setting screen 350, the EX equipment to be equipped is extracted for each of the own characters displayed in the selected own character display area 78. Based on the extraction result, the one-touch EX equipment confirmation screen 370 is displayed in a pop-up window on the display 26. In this case, in the one-touch EX equipment confirmation screen 370, the extracted EX equipment to be equipped to the own character is displayed for each type for each of the own characters displayed in the selected own character display area 78.
[0430] Fig.30 B is a diagram showing an example of the EX equipment exchange details screen 380. Fig.30 As shown in FIG. 2B , in the EX equipment exchange details screen 380 , information such as various states and skill contents set for the EX equipment currently equipped and the EX equipment scheduled to be equipped are displayed. Thus, the player can compare and study the various states and skill contents set for the EX equipment currently equipped and the EX equipment scheduled to be equipped.
[0431] In addition, if Fig.30 As shown in FIG. 2B , a close operation unit 381 indicating “close” is displayed on the EX equipment exchange details screen 380 . When the player operates the close operation unit 381 , the display of the EX equipment exchange details screen 380 ends, and the one-touch request EX equipment confirmation screen 370 is displayed on the display 26 .
[0432] In addition, if Fig.30 As shown in FIG. 2A , a cancel operation unit 373 indicating “Cancel” and a confirmation operation unit 374 indicating “Confirm” are displayed on the one-touch EX equipment confirmation screen 370 . When the player operates the cancel operation unit 373 , the display of the one-touch EX equipment confirmation screen 370 ends, and the priority status screen 360 is displayed on the display 26 .
[0433] When the player operates the confirmation operation unit 374, the automatic equipment function is used to equip the player's character with EX equipment based on the content displayed on the one-touch request EX equipment confirmation screen 370 immediately before the operation is performed. In addition, the player's character details screen 340 ( Fig. 27 A) is displayed on the display 26. In this way, in the present embodiment, by providing the automatic equipment function, the burden on the player is reduced compared to the case of using the manual equipment function in which the player determines the type of EX equipment to be equipped. That is, compared to the case of using the manual equipment function, the number of times the player performs various operations when setting EX equipment is reduced. As a result, it is possible to achieve improved convenience for the player.
[0434] In addition, as described above, when the player operates the own character details screen 340 ( Fig. 27 A) When the equipment change operation unit 345e is pressed, the EX equipment change screen 390 is displayed on the display 26 in the form of a pop-up window. Fig.31 A is a diagram showing an example of the EX equipment change screen 390. Fig.31 As shown in A, in the EX equipment change screen 390, the EX equipment to be equipped can be manually set based on the player's operation.
[0435] like Fig.31 As shown in A, the EX equipment change screen 390 displays a first display frame 391a corresponding to "weapons", a second display frame 391b corresponding to "armor", and a third display frame 391c corresponding to "accessories".
[0436] exist Fig.31 In A, it is shown that the player character is equipped with "EX Sword 1" which is a "one-handed sword" as the EX equipment of "weapon". Fig.31 As shown in A, an icon image of EX equipment representing the equipped "weapon" is displayed in the first display frame 391a.
[0437] In addition, Fig.31 In A, the situation where the first display frame 391a is operated by the player is shown. Fig.31A shows a detail display section 393 corresponding to the operated display frame. The detail display section 393 displays a list of icons 394 showing EX equipment that can be equipped to the player's character among the EX equipment of the class corresponding to the operated display frame.
[0438] In addition, if Fig.31 As shown in A, a message stating "equipping" is displayed at the icon 394 corresponding to the EX equipment currently equipped by the own character.
[0439] In addition, if Fig.31 As shown in A, a message stating "in use" is displayed at the icon 394 corresponding to the EX equipment currently equipped by other friendly characters. Fig.31 As shown in A, an image notifying other friendly characters that are equipped with the EX equipment is additionally displayed at the icon 394 corresponding to the EX equipment that is currently equipped with the other friendly characters.
[0440] Furthermore, when the player operates any of the icons 394 displayed in the detail display unit 393, the operated EX equipment is temporarily selected as the EX equipment scheduled to be equipped.
[0441] In addition, if Fig.31 As shown in FIG. 1A , in the EX equipment change screen 390 , information such as various states and skill contents set for the EX equipment currently being equipped and the EX equipment scheduled to be equipped are displayed. Thus, the player can compare and study the various states and skill contents set for the EX equipment currently being equipped and the EX equipment scheduled to be equipped.
[0442] In addition, if Fig.31 As shown in FIG. 2A , a skill detail operation unit 395 is displayed on the EX equipment change screen 390. When the player operates the skill detail operation unit 395, a skill detail screen (not shown) is displayed on the display 26. The player can confirm more detailed information of the set skill (ability) for each of the EX equipment being equipped and the EX equipment to be equipped displayed on the EX equipment change screen 390 on the skill detail screen.
[0443] Similarly, the player can temporarily select the EX equipment to be equipped for the EX equipment of "armor" by operating the second display frame 391b corresponding to "armor". In addition, the player can temporarily select the EX equipment to be equipped for the EX equipment of "accessories" by operating the third display frame 391c corresponding to "accessories".
[0444] In addition, if Fig.31 As shown in A, a close operation unit 396 in which “Close” is written and an equipment operation unit 397 in which “Equipment” is written are displayed on the EX equipment change screen 390.
[0445] When the player operates the closing operation unit 396, the display of the EX equipment change screen 390 ends. At this time, if the EX equipment to be equipped is temporarily selected, Fig.31 The EX equipment reset confirmation screen 400 shown in B is displayed on the display 26 in the form of a pop-up window. Fig.31 B is a diagram showing an example of the EX equipment reset confirmation screen 400. Fig.31 As shown in B, a confirmation message stating “Return without changing EX equipment. Is that ok?” is displayed on the EX equipment reset confirmation screen 400.
[0446] In addition, if Fig.31 As shown in FIG. 2B , a cancel operation unit 401 in which “Cancel” is written and a confirmation operation unit 402 in which “Confirm” is written are displayed on the EX equipment reset confirmation screen 400 .
[0447] When the cancel operation unit 401 of the EX equipment reset confirmation screen 400 is operated by the player, the display of the EX equipment reset confirmation screen 400 ends, and the EX equipment change screen 390 is displayed again on the display 26 with the content displayed on the EX equipment change screen 390 immediately before the close operation unit 396 of the EX equipment change screen 390 is operated.
[0448] On the other hand, when the confirmation operation unit 402 of the EX equipment reset confirmation screen 400 is operated, the content displayed on the EX equipment change screen 390 before the close operation unit 396 of the EX equipment change screen 390 is operated is discarded.
[0449] Back to Fig.31 A. When the player operates the equipment operation unit 397 of the EX equipment change screen 390, the EX equipment of the player's character is equipped based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 was operated. At this time, if the EX equipment currently equipped by another player's character is temporarily selected as the EX equipment to be equipped, Fig.31 The EX exchange confirmation screen 410 shown in C is displayed on the display 26 in the form of a pop-up window. Fig.31 C is a diagram showing an example of the EX exchange confirmation screen 410. Fig.31 As shown in C, a confirmation message stating “EX equipment exchange. Is it okay?” is displayed on the EX exchange confirmation screen 410.
[0450] In addition, if Fig.31 As shown in FIG. 4C, the EX exchange confirmation screen 410 displays the contents of the EX equipment to be exchanged and information related to the own character and other allied characters who are the objects of the EX equipment exchange.
[0451] In addition, if Fig.31 As shown in FIG. 3C , a cancel operation portion 411 in which “Cancel” is written and a confirmation operation portion 412 in which “Confirm” is written are displayed on the EX exchange confirmation screen 410 .
[0452] When the cancel operation unit 411 of the EX exchange confirmation screen 410 is operated by the player, the display of the EX exchange confirmation screen 410 ends, and the EX equipment change screen 390 is displayed again on the display 26 with the content displayed on the EX equipment change screen 390 just before the equipment operation unit 397 of the EX equipment change screen 390 is operated.
[0453] On the other hand, when the confirmation operation unit 412 of the EX exchange confirmation screen 410 is operated, the own character is equipped with EX equipment based on the content displayed on the EX equipment change screen 390 before the equipment operation unit 397 next to the EX equipment change screen 390 is operated.
[0454] In addition, as described above, when the player operates the own character details screen 340 ( Fig. 27 A) When the upper limit release operation unit 345d is pressed, the EX equipment upper limit release screen 420 is displayed on the display 26 in the form of a pop-up window. Fig.32 A is a diagram showing an example of an EX equipment upper limit opening screen 420. Fig.32 As shown in A, in the EX equipment upper limit opening screen 420, the upper limit of the EX equipment enhancement can be gradually opened by consuming a predetermined item based on the player's operation.
[0455] Fig.32B is a diagram illustrating the enhancement and upper limit opening of EX equipment. As described above, players can open the upper limit and enhance each EX equipment. In the present embodiment, the number of times (levels) that can be enhanced of EX equipment is limited to the same number as the rarity of the EX equipment, that is, the number of stars. Specifically, when the rarity of the EX equipment is 3 stars, the number of times (levels) that can be enhanced is limited to 3 times. Similarly, when the rarity of the EX equipment is 4 stars, the number of times (levels) that can be enhanced is limited to 4 times, and when the rarity of the EX equipment is 5 stars, the number of times (levels) that can be enhanced is limited to 5 times. In addition, in the present embodiment, by enhancing the EX equipment, various parameters of the EX equipment are increased, or pre-set skills are increased. On the other hand, if only the upper limit of the EX equipment is opened, although the number of times (levels) that can be enhanced increases, the various parameters of the EX equipment are not increased. Moreover, by equipping the enhanced EX equipment of one's own character, the combat effectiveness of one's own character in the battle game can be further improved. That is, when EX equipment is enhanced, the above-mentioned added values for attack power, defense power, etc. can be increased.
[0456] In addition, in this embodiment, for each EX equipment, a display is provided to identify the execution status of the upper limit release and enhancement. Fig.32 As shown in B, the execution status of the upper limit opening is indicated by the number of stars, and the execution status of the reinforcement is indicated by the number of colored stars.
[0457] For example, in the case of an EX equipment with an initial rarity of 3 stars, and in the case where the upper limit is not opened and enhancement is not performed, 3 colorless stars are displayed. In this case, the total number of stars displayed is 3, indicating that the rarity of the EX equipment is 3 stars. In addition, the number of colored stars is 0, indicating that enhancement has not been performed on the EX equipment.
[0458] In addition, when the upper limit is opened once and the enhancement is performed twice, two colored stars are displayed and two uncolored stars are displayed. In this case, the total number of stars displayed is 4, indicating that the rarity of the EX equipment is 4 stars. In addition, the number of colored stars is 2, indicating that the enhancement has been performed twice on the EX equipment.
[0459] In addition, when the upper limit is opened twice and the enhancement is performed three times, three colored stars are displayed and two uncolored stars are displayed. In this case, the total number of stars displayed is 5, indicating that the rarity of the EX equipment is 5 stars. In addition, the number of colored stars is 3, indicating that the enhancement has been performed three times on the EX equipment.
[0460] In addition, when the upper limit is opened twice and the enhancement is performed 5 times, 5 colored stars are displayed. In this case, the total number of stars displayed is 5, which indicates that the rarity of the EX equipment is 5 stars. In addition, the number of colored stars is 5, which indicates that the EX equipment has been enhanced 5 times.
[0461] Furthermore, the color of the star indicating the initial rarity may be set to be different from the color of the star indicating the rarity after the upper limit is released so that the player can distinguish between them.
[0462] In addition, as described above, in order to open the upper limit, it is necessary to consume a predetermined item. Specifically, in this embodiment, the upper limit can be opened once by consuming EX equipment of the same type as the EX equipment to be opened and consuming a predetermined amount of in-game currency.
[0463] In this embodiment, the points required to open the upper limit are displayed so that the amount of materials (EX equipment of the same type) required to open the upper limit is easily known. In addition, in this embodiment, when opening the upper limit of EX equipment with a rarity of 3 stars, 1 point is required, and when opening the upper limit of EX equipment with a rarity of 4 stars, 2 points are required. Fig.32 As shown in A, EX equipment with a rarity of 3 stars is identified and displayed with 1 dot, EX equipment with a rarity of 4 stars is identified and displayed with 2 dots, and EX equipment with a rarity of 5 stars is identified and displayed with 8 dots.
[0464] For example, in Fig.32 In the case shown in A, for a specified EX equipment with a rarity of 3 stars, the upper limit can be opened once by consuming 1 EX equipment of the same type with a rarity of 3 stars or more and a specified amount of in-game currency (Mana). In addition, when consuming EX equipment of the same type with a rarity of 4 stars or more, for the upper limit opening that requires 1 point, more than 2 points will be consumed, so the props (EX equipment) corresponding to the extra points will be returned.
[0465] like Fig.32 As shown in A, a list display unit 421 is displayed on the EX equipment upper limit release screen 420, and icons 421a representing EX equipment of the same type as the EX equipment for which the upper limit is to be released are displayed in list form on the list display unit 421.
[0466] In addition, the required amount of upper limit release points (here, 1 point) indicating the amount of materials (EX equipment of the same type) required for upper limit release is displayed on the EX equipment upper limit release screen 420. Furthermore, when the player operates the icon 421a, the EX equipment corresponding to the operated icon 421a is temporarily selected as the material for upper limit release.
[0467] In addition, the amount of in-game currency required to release the upper limit and the amount of in-game currency held by the player are displayed on the EX equipment upper limit release screen 420 .
[0468] In addition, when the player long-presses the icon 421a, Fig.32 The item details screen 430 shown in C is displayed on the display 26 in the form of a pop-up window. Fig.32 As shown in C, in the item details screen, details of various states of EX equipment and friendly characters that can equip the EX equipment are displayed at a glance.
[0469] When the player operates the close operation unit 431 of the item details screen 430 , the display of the item details screen 430 ends, and the EX equipment upper limit opening screen 420 is displayed on the display 26 .
[0470] Back to Fig.32 A, when the player operates the upper limit release operation unit 424 of the EX equipment upper limit release screen 420 while operating the icon 421a to increase the upper limit release points to or above the required upper limit release points, Fig.33 The EX equipment upper limit release confirmation screen 440 shown in A is displayed as a pop-up window. On the other hand, when the player operates the cancel operation unit 423 of the EX equipment upper limit release screen 420, the display of the EX equipment upper limit release screen 420 ends without releasing the upper limit.
[0471] Fig.33 A is a diagram showing an EX equipment upper limit release confirmation screen 440. Fig.33 As shown in A, in the EX equipment upper limit release confirmation screen 440, the EX equipment upper limit release screen 420 ( Fig.32 The EX equipment corresponding to the icon 421a selected (temporarily selected) by the player in A) is notified as a consumable item. In addition, in the case of a return of an item, the return of the item (EX equipment) is notified. As described above, for example, in the case where more than 2 points are consumed for the upper limit opening that requires 1 point, the EX equipment corresponding to the excess points is returned.
[0472] Furthermore, when the player operates the confirmation operation unit 441 of the EX equipment upper limit release confirmation screen 440, the upper limit is released. In addition, when the player operates the confirmation operation unit 441 of the EX equipment upper limit release confirmation screen 440, the display of the EX equipment upper limit release confirmation screen 440 ends. In the case of a return item, Fig.33 The equipment enhancement item return screen 450 shown in B is displayed in the form of a pop-up window on the display 26. On the other hand, if there is no item to be returned, the equipment enhancement item return screen 450 is not displayed, and the EX equipment upper limit release screen 420 is displayed again on the display 26. At this time, a message notifying the player that the upper limit has been released is displayed on the EX equipment upper limit release screen 420. In the above, the case where the upper limit of EX equipment is released once is shown, but it is also possible to perform multiple upper limits at once.
[0473] Fig.33 B is a diagram showing an example of an equipment enhancement item return screen 450. Fig.33 As shown in FIG. 2B , the returned items are displayed in a list on the equipment enhancement item return screen 450. When the player operates the confirmation operation unit 451 of the equipment enhancement item return screen 450, the display of the equipment enhancement item return screen 450 ends, and the EX equipment upper limit release screen 420 is displayed again on the display 26. At this time, a message notifying the player that the upper limit has been released is displayed on the EX equipment upper limit release screen 420.
[0474] In addition, as described above, when the player operates the own character details screen 340 ( Fig. 27 A) when the enhancement operation unit 345c is pressed, the EX equipment enhancement screen 460 is displayed on the display 26 in the form of a pop-up window. Fig.34 A is a diagram showing an example of an EX equipment enhancement screen 460. Fig.34 As shown in A, in the EX equipment enhancement screen 460, the EX equipment can be enhanced within a specified upper limit by consuming specified props based on the player's operation. In the present embodiment, specifically, the EX equipment can be enhanced once by consuming specified enhancement points and in-game currency (Mana). As described above, in the present embodiment, by enhancing the EX equipment, various parameters of the EX equipment are increased, or pre-set skills are increased. Moreover, by equipping one's own character with the enhanced EX equipment, the combat effectiveness of one's own character in the battle game can be further improved. That is, when the EX equipment is enhanced, the above-mentioned added values for attack power, defense power, etc. can be increased.
[0475] Reinforcement points are a type of in-game currency that can be obtained when EX equipment described later is disassembled (sold), etc. In addition, EX equipment owned by the player can be strengthened by consuming EX equipment owned by the player instead of reinforcement points. In the case of consuming EX equipment owned by the player instead of reinforcement points, the reinforcement points are set according to the conversion rate corresponding to the rarity and reinforcement status of the EX equipment to be consumed. In addition, in this embodiment, it is also possible to strengthen EX equipment by consuming reinforcement points and EX equipment at the same time.
[0476] exist Fig.34 A shows a case where a specified EX equipment with a rarity of 3 stars and which has not been enhanced is enhanced. In this case, the EX equipment can be enhanced once by consuming 280 enhancement points. In addition, for example, if more enhancement points than 280 are consumed for a single enhancement that requires 280 enhancement points, the enhancement points, specified in-game currency, or other return items are returned corresponding to the extra points.
[0477] For example, when a return item is generated when an EX equipment classified as a "weapon" is enhanced, the enhancement points and weapon coins are returned. Weapon coins are a type of in-game currency that can be obtained when the EX equipment described later is disassembled (sold), etc. For example, a player can purchase a specified EX equipment classified as a "weapon" by consuming the weapon coins they hold.
[0478] In addition, for example, when a return item is generated when strengthening EX equipment classified as "armor", the strengthening points and armor coins are returned. Armor coins are a type of in-game currency that can be obtained when the EX equipment described later is disassembled (sold), etc. For example, a player can purchase a specified EX equipment classified as "armor" by consuming the armor coins he holds.
[0479] In addition, for example, when a return item is generated when an EX equipment classified as an "accessory" is enhanced, the enhancement points and the accessory coins are returned. The accessory coins are a type of in-game currency that can be obtained when the EX equipment described later is disassembled (sold), etc. For example, a player can purchase a specified EX equipment classified as an "accessory" by consuming the accessory coins they hold.
[0480] like Fig.34 As shown in A, a list display unit 461 is displayed on the EX equipment enhancement screen 460. Fig.34 As shown in A, the list display unit 461 displays a first icon 461a for setting the number of enhancement points consumed for enhancement of EX equipment and a plurality of second icons 461b indicating EX equipment that can be consumed instead of enhancement points.
[0481] In addition, the EX equipment enhancement screen 460 displays the required number of enhancement points (here, 280 points) required for one enhancement. In addition, when the player operates the first icon 461a, Fig.34 The enhancement point setting screen 470 shown in B is displayed as a pop-up window on the display 26. When the second icon 461b is operated by the player, the EX equipment corresponding to the operated second icon 461b is temporarily selected as a material for enhancement.
[0482] Fig.34 B is a diagram showing an example of the use reinforcement point setting screen 470. Fig.34 As shown in FIG. 4B , the required number of strengthening points required for one strengthening (here, 280 points) and the total number of strengthening points owned by the player are displayed on the strengthening point usage setting screen 470 .
[0483] In addition, if Fig.34 As shown in FIG. 4B , the reinforcement point setting screen 470 displays a reinforcement point display unit 471 , a reinforcement point increase operation unit 471 a , a reinforcement point decrease operation unit 471 b , a reset operation unit 471 c , and a maximum operation unit 471 d .
[0484] The reinforcement points to be used in the current setting are displayed in the reinforcement point use display unit 471. When the reinforcement point use increase operation unit 471a is operated by the player, the reinforcement points to be used in the current setting are increased by 1, and the display of the reinforcement point use display unit 471 is updated. In addition, when the reinforcement point use decrease operation unit 471b is operated by the player, the reinforcement points to be used in the current setting are decreased by 1, and the display of the reinforcement point use display unit 471 is updated. In addition, when the reset operation unit 471c is operated by the player, the reinforcement points to be used in the current setting are reset to 0, and the display of the reinforcement point use display unit 471 is updated. In addition, when the maximum operation unit 471d is operated by the player, the reinforcement points to be used in the current setting are updated to the required amount of reinforcement points required for one reinforcement (here, 280 points), and the display of the reinforcement point use display unit 471 is updated.
[0485] In addition, if Fig.34 As shown in FIG. 2B , a cancel operation unit 472 with the word “Cancel” and a confirmation operation unit 473 with the word “Confirm” are displayed on the enhancement point setting screen 470. When the player operates the cancel operation unit 472, the content displayed on the enhancement point setting screen 470 immediately before the operation is performed is discarded. In addition, the display of the enhancement point setting screen 470 ends, and the first icon 461a ( Fig.34 A) EX equipment enhancement screen before operation 460 ( Fig.34 A) is displayed on the display 26.
[0486] When the player operates the confirmation operation unit 473, the enhancement points displayed on the enhancement point display unit 471 immediately before the operation are temporarily selected for use. Then, when the enhancement point setting screen 470 ends, the EX equipment enhancement screen 460 ( Fig.34 A) is displayed on the display 26 and is displayed on the first icon 461a ( Fig.34 The points of A) are updated to the reinforcement points displayed on the reinforcement point display unit 471.
[0487] Back to Fig.34 A. When the player operates the enhancement operation unit 462 of the EX equipment enhancement screen 460 while temporarily selecting the enhancement points to be consumed or the enhancement points required for one enhancement of the EX equipment, Fig.34 The EX equipment enhancement confirmation screen 480 shown in C is displayed as a pop-up window on the display 26. On the other hand, when the player operates the cancel operation unit 463 of the EX equipment enhancement screen 460, the EX equipment is not enhanced, and the display of the EX equipment enhancement screen 460 ends.
[0488] Fig.34 C is a diagram showing an EX equipment enhancement confirmation screen 480. Fig.34 C, in the EX equipment enhancement confirmation screen 480, on the EX equipment enhancement screen 460 ( Fig.34 A) The player is informed of the strengthening points or EX equipment to be consumed (temporarily selected) as consumable items. In addition, if there is a return of items, the return of items is informed. Here, a situation where 1 strengthening point and 100 weapon coins are returned is shown.
[0489] Furthermore, when the player operates the confirmation operation unit 482 of the EX equipment enhancement confirmation screen 480, the enhancement of the EX equipment is performed, and the display of the EX equipment enhancement confirmation screen 480 ends. When there is a return item, a return screen (not shown) is displayed on the display 26. On the other hand, when there is no return item, the return screen is not displayed, and the EX equipment enhancement screen 460 is displayed again on the display 26. At this time, a message notifying the player that the EX equipment has been enhanced once is displayed on the EX equipment enhancement screen 460. In addition, in the above, a case where the EX equipment is enhanced once is shown, but it is also possible to perform multiple enhancements at once.
[0490] In addition, in the present embodiment, a one-click entrustment strengthening function is provided for automatically performing the above-mentioned setting of the strengthening points and EX equipment to be consumed for strengthening the EX equipment. The one-click entrustment strengthening function can be used by the player operating the one-click entrustment strengthening operation unit 464 of the EX equipment strengthening screen 460. That is, when the player clicks the one-click entrustment strengthening operation unit 464, the EX equipment strengthening confirmation screen 480 is immediately displayed on the display 26. Thus, it is possible to achieve an improvement in the convenience of the player. In the present embodiment, by having a one-click entrustment strengthening function, compared to the case where the player manually sets the strengthening points and the content of the EX equipment to be consumed when strengthening the EX equipment, the number of various operations performed by the player can be reduced when the one-click entrustment strengthening function is used. Thus, it is possible to achieve an improvement in the convenience of the player.
[0491] In addition, in this embodiment, the one-click entrustment enhancement function described above can be set. When the player operates the one-click entrustment enhancement setting operation unit 465 of the EX equipment enhancement screen 460, Fig.35 The one-touch entrustment enhancement setting screen 490 is displayed on the display 26 in the form of a pop-up window.
[0492] Fig.35 4 is a diagram showing an example of a one-key entrustment enhancement setting screen 490. Fig.35 As shown, in the one-touch request enhancement setting screen 490 , it can be selected whether to give priority to consumption of enhancement points or consumption of EX equipment in order to enhance EX equipment.
[0493] In addition, if Fig.35 As shown in FIG. 1 , when consuming EX equipment to enhance EX equipment, it is possible to set the EX equipment that can be consumed. Fig.35 As shown, the player can make the desired settings from the rarity of the EX equipment that can be consumed, the type of EX equipment that can be consumed, the major category of EX equipment that can be consumed, and the minor category of EX equipment that can be consumed. As a result, it is possible to suppress the situation where EX equipment is consumed against the player's intention in order to enhance the EX equipment. For example, it is possible to avoid the situation where the rare EX equipment that the player does not want to consume is consumed casually. As a result, the player can safely and actively use the one-click entrustment enhancement function, thereby reducing the number of times the player performs various operations, thereby achieving an improvement in the convenience of the player.
[0494] In addition, when the player operates the cancel operation unit 491 of the one-click entrustment enhancement setting screen 490, the content displayed on the one-click entrustment enhancement setting screen 490 immediately before the operation is performed is discarded. In addition, the display of the one-click entrustment enhancement setting screen 490 ends, and the EX equipment enhancement screen 460 ( Fig.34A) is displayed on the display 26.
[0495] In addition, when the player operates the confirmation operation unit 492 of the one-click entrustment enhancement setting screen 490, the content displayed on the one-click entrustment enhancement setting screen 490 immediately before the operation is performed is stored as the one-click entrustment enhancement setting. In addition, the display of the one-click entrustment enhancement setting screen 490 ends, and the EX equipment enhancement screen 460 ( Fig.34 A) is displayed on the display 26.
[0496] In addition, as described above, when the player operates the own character details screen 340 ( Fig. 27 A) when the tool operating unit 345b is turned on, Fig.36 An item list screen 500 shown in A is displayed on the display 26 . Fig.36 A is a first diagram showing an example of a tool list screen 500. Fig.36 As shown in A, in the item list screen 500, EX equipment can be disassembled (sold) based on the player's operation.
[0497] like Fig.36 As shown in A, an item list screen 500 displays an item selection operation unit 501. The item list selection operation unit 501 is provided with a plurality of operation units that can be operated by the player. The item list selection operation unit 501 is provided with an item selection operation unit 501a, a normal equipment selection operation unit 501b, an EX equipment selection operation unit 501c, and a special item selection operation unit 501d. When any one of the item list selection operation units 501 is selected, the selected operation unit is highlighted. Fig.36 A shows a case where the EX equipment selection operation unit 501c is selected.
[0498] Furthermore, when the menu screen selection operation unit 41f is clicked and a predetermined operation unit in a menu screen (not shown) is operated, the item list screen 500 can also be displayed. However, when a predetermined operation unit in a menu screen (not shown) is operated, the player needs to select the EX equipment that he wants to disassemble. On the other hand, when the item operation unit 345b is operated and the item list screen 500 is displayed, the item list screen 500 is displayed in the same manner as in the screen next to the player's character details screen 340 ( Fig. 27 A) The item operation unit 345b is operated before the icon 502a corresponding to the EX equipment displayed on the detail display unit 342 is selected. Therefore, compared with the case where the item list screen 500 is displayed by operating the operation unit specified in the menu screen, when the item operation unit 345b is operated to display the item list screen 500, the number of times the player performs various operations can be reduced, thereby improving the convenience of the player.
[0499] like Fig.36 As shown in FIG. 1A , a list display unit 502 is displayed in the item list screen 500. The list display unit 502 displays icons 502a corresponding to the EX equipment owned by the player. Fig.36 As shown in FIG. 1A , in the item list screen 500 , by clicking any icon 502 a , an EX equipment to be disassembled can be selected. In addition, in the item list screen 500 , various information such as statuses related to the EX equipment corresponding to the selected icon 502 a is displayed.
[0500] When the disassembly operation unit 504a of the item list screen 500 is operated with any of the icons 502a selected, a disassembly confirmation screen 510 ( Fig.37 A) is displayed on the display 26 in the form of a pop-up window.
[0501] In addition, when the collective disassembly operation unit 504b of the item list screen 500 is operated, Fig.36 The item list screen 500a shown in B is displayed. Fig.36 B is a second diagram showing an example of an item list screen 500a. An item list display unit 502 is displayed on the item list screen 500a. Icons 502a corresponding to EX equipment owned by the player are displayed on the item list display unit 502. Fig.36 As shown in FIG. 1B , in the item list screen 500 , the player can select the EX equipment to be decomposed by clicking any one or more icons 502 a. In addition, the item list screen 500 a displays information on various items that the player can obtain when the EX equipment corresponding to the selected icon 502 a is decomposed.
[0502] When the collective disassembly operation unit 505a of the item list screen 500a is operated in a state where any one or more icons 502a are selected, a disassembly confirmation screen 510 ( Fig.37 A) is displayed on the display 26.
[0503] Fig.37 A is a diagram showing an example of the decomposition confirmation screen 510. Fig.37 As shown in FIG. 1A , in the decomposition confirmation screen 510 , the EX equipment corresponding to the icon 502a selected (temporarily selected) by the player in the item list screen 500 or the item list screen 500a is notified as a consumable item to be decomposed. In addition, the return items (enhancement points and various coins) obtained by the player as a result of the decomposition are notified.
[0504] Then, when the player operates the confirmation operation unit 511 of the decomposition confirmation screen 510, the EX equipment is decomposed, and the display of the decomposition confirmation screen 510 ends. Fig.37 The decomposition result screen 520 shown in B is displayed as a pop-up window on the display 26. In addition, when the player operates the cancel operation unit 512 of the decomposition confirmation screen 510, the display of the decomposition confirmation screen 510 ends, and the screen displayed immediately before the decomposition confirmation screen 510 is displayed (the item list screen 500 or the item list screen 500a) is displayed on the display 26.
[0505] Fig.37 B is a diagram showing an example of the decomposition result screen 520. Fig.37 As shown in FIG. 5B , the returned items are displayed in a list on the decomposition result screen 520 . When the player operates the confirmation operation unit 521 of the decomposition result screen 520 , the display of the decomposition result screen 520 ends, and the item list screen 500 is displayed on the display 26 again.
[0506] Back to Fig.36 B, the one-click decomposition operation unit 505b is displayed in the item list screen 500a. In this embodiment, a one-click decomposition function for automatically selecting the EX equipment to be decomposed as the above-mentioned EX equipment is provided. The one-click decomposition function can be used by the player operating the one-click decomposition operation unit 505b of the item list screen 500a. That is, when the player clicks the one-click decomposition operation unit 505b, as shown in FIG. Fig.36 B, the icon 502a corresponding to the EX equipment to be decomposed is automatically selected. In this way, when the decomposition operation unit 505a is operated in a state where the icon 502a is selected using the one-click decomposition function, the decomposition confirmation screen 510 is displayed on the display 26 in the same manner as described above. In this embodiment, by having the one-click decomposition function, the number of times the player performs various operations when the one-click decomposition function is used is reduced compared to the case where the player manually sets the EX equipment to be decomposed. As a result, the convenience of the player can be improved.
[0507] In addition, in this embodiment, the above-mentioned one-click commission decomposition function can be set. When the player operates the one-click commission decomposition setting operation unit 505c of the item list screen 500a, Fig.38 The one-touch entrustment splitting setting screen 530 is displayed on the display 26 in the form of a pop-up window.
[0508] Fig.38 2 is a diagram showing an example of a one-key entrustment decomposition setting screen 530. Fig.38As shown, in the one-key decomposition setting screen 530, the EX equipment to be decomposed can be set. Fig.38 As shown, the player can make the desired settings from among the rarity of the EX equipment that the player wants to set as the object to be decomposed, the type of EX equipment that the player wants to set as the object to be decomposed, the major category of the EX equipment that the player wants to set as the object to be decomposed, and the minor category of the EX equipment that the player wants to set as the object to be decomposed. As a result, it is possible to prevent EX equipment that violates the player's intention from being set as the object to be decomposed when decomposing the EX equipment. For example, it is possible to avoid a situation where a high-rarity EX equipment that the player does not want to decompose is arbitrarily set as the object to be decomposed. As a result, the player can safely and actively use the one-click entrustment decomposition function, thereby reducing the number of times the player performs various operations, thereby achieving an improvement in the convenience of the player.
[0509] When the player operates the cancel operation unit 531 of the one-touch commission decomposition setting screen 530, the content displayed on the one-touch commission decomposition setting screen 530 immediately before the operation is discarded. In addition, the display of the one-touch commission decomposition setting screen 530 ends, and the item list screen 500a is displayed on the display 26.
[0510] When the player operates the confirmation operation unit 532 of the one-touch commission decomposition setting screen 530, the content displayed on the one-touch commission decomposition setting screen 530 immediately before the operation is stored as the one-touch commission decomposition setting. In addition, the display of the one-touch commission decomposition setting screen 530 ends, and the item list screen 500a is displayed on the display 26.
[0511] In addition, as described above, when the player operates the own character details screen 340 ( Fig. 27 A) when the location operation unit 345a is used to obtain the location screen 540 ( Fig.39 A) is displayed on the display 26 in the form of a pop-up window. Fig.39 A is a diagram showing an example of the location acquisition screen 540 .
[0512] like Fig.39 As shown in FIG. 5A , the acquisition location screen 540 displays the type of expedition game in which the EX equipment displayed in the detail display section 342 can be acquired. Fig.39 As shown in A, in the location acquisition screen 540, the details display section 342 ( Fig. 27 The types of the expedition games of the EX equipment displayed in A) are displayed in a recognizable manner. Fig.39 In A, the display of "dispatch destination A-1" and "dispatch destination A-2" is shown. Fig.39As shown in FIG. 1A , in the location acquisition screen 540 , the start conditions required for starting the expedition game and the end conditions required for ending the expedition game are respectively displayed for each displayed expedition game. In addition, the required combat power is equivalent to the start condition (minimum condition), and the required time is equivalent to the end condition.
[0513] In addition, the following cases are shown here: "dispatch destination A-1" is not executing the expedition game, and "dispatch destination A-2" is executing the expedition game or has completed the execution.
[0514] like Fig.39 As shown in A, in the location acquisition screen 540, for the expedition game that is not currently being executed, a formation operation unit 541 with the word "formation" is displayed. When the formation operation unit 541 is operated, the above-mentioned formation screen 170 ( Fig.13 A) is displayed on the display 26, and the formation of the squad to be dispatched to the dispatch destination can be performed in the same manner as described above. That is, when the formation operation unit 541 is operated, the dispatch destination selection screen 100 ( Figure 7 B) and the operation of the first to fourth dispatch destination selection operation units 101a to 101d, the grouping screen 170 ( Fig.13 A) is displayed in the form of a pop-up window on the display 26. As a result, the number of times the player performs various operations is reduced, thereby improving the convenience of the player. In addition, in this case, the dispatch destination selection screen 100 ( Figure 7 B) is not displayed, that is, the dispatch destination selection screen 100 ( Figure 7 B) is not performed, so the screen transition for displaying the dispatch destination selection screen 100 ( Figure 7 B) reading of data, etc. Therefore, it is also possible to suppress an increase in processing load.
[0515] Then, when the player operates the dispatch operation unit 177 of the formation screen 170, the expedition game is executed.
[0516] However, when the composition screen 170 ( Fig.13 In the case of A), when the player operates the dispatch operation unit 177, the expedition start performance screen 200 ( Fig.16 B) is displayed, and Fig.39 The expedition start screen 550 shown in B is displayed on the display 26 in the form of a pop-up window to notify the player of the start of the expedition game. This can suppress the player's worry of feeling troubled.
[0517] When the player operates the confirmation operation unit 551 of the expedition departure screen 550 , the display of the expedition departure screen 550 ends and the acquisition location screen 540 is displayed on the display 26 .
[0518] In addition, if Fig.39 As shown in A, in the location acquisition screen 540, a confirmation operation unit 542 with the word "Confirm" is displayed for an expedition game that is being executed or has been completed. If the expedition game is completed when the confirmation operation unit 542 is operated, Fig.39 The expedition result screen 560 shown in C is displayed as a pop-up window on the display 26. In addition, if the expedition game is being executed when the confirmation operation unit 542 is operated, Fig.39 The expedition confirmation screen 570 shown in D is displayed as a pop-up window on the display 26. In addition, when the player operates the close operation unit 543 of the acquisition location screen 540, the own character details screen 340 ( Fig. 27 A) is displayed on the display 26.
[0519] Fig.39 C is a diagram showing an example of the expedition result screen 560 . Fig.39 D is a diagram showing an example of the expedition confirmation screen 570. Fig.39 As shown in C, in the expedition result screen 560, the player is informed that the execution of the expedition game has been completed. Fig.39 As shown in FIG. 3 , in the expedition confirmation screen 570, the player is informed that the expedition game is being executed. Furthermore, when the player operates the result confirmation operation unit 561 of the expedition result screen 560 or the confirmation operation unit 571 of the expedition confirmation screen 570, the expedition team list screen 320 ( Fig.26 A) is displayed on the display 26.
[0520] Furthermore, when the player operates the cancel operation unit 562 of the expedition result screen 560 or the cancel operation unit 572 of the expedition confirmation screen 570 , the acquisition location screen 540 is displayed on the display 26 .
[0521] In addition, on the character details screen 340 ( Fig. 27 B), when the player operates the acquisition method operation unit 345f when the player's character is not equipped with EX equipment (here, EX equipment of "armor"), as described above, the acquisition method screen (not shown) is displayed on the display 26 in the form of a pop-up window. In this case, the type of expedition game that can obtain the small category of EX equipment (here, EX equipment of "costume") that the player's character can equip is displayed. In addition, regarding other displays and functions in the acquisition method screen (not shown), the same as the acquisition location screen 540 ( Fig.39 A) Same as above, so the description is omitted.
[0522] In addition, as described above, when the player operates the menu screen 110 ( Figure 8 A) when the automatic decomposition setting operation unit 114 is used, Fig.40 The automatic decomposition setting screen 580 shown is displayed on the display 26 in the form of a pop-up window.
[0523] As described above, in this embodiment, the EX equipment owned by the player can be decomposed to obtain enhancement points and various coins. As described above, by using the one-click commission decomposition function, the player can efficiently decompose. In this embodiment, an automatic decomposition function is provided for the purpose of further improving the convenience of the player. The automatic decomposition function is used to automatically decompose the obtained EX equipment when the EX equipment is obtained as a reward for the expedition game and before the obtained EX equipment is received. As a result, the decomposition has been performed at the stage of receiving the reward for the expedition game, so the player's work can be reduced.
[0524] Fig.40 5 is a diagram showing an example of the automatic decomposition setting screen 580. Fig.40 As shown, in the automatic disassembly setting screen 580, it is possible to set the EX equipment to be subjected to the automatic disassembly function. Fig.40 As shown, the player can make the desired settings from among the rarity of the EX equipment that the player wants to set as the object to be automatically decomposed, the type of EX equipment that the player wants to set as the object to be automatically decomposed, the major category of EX equipment that the player wants to set as the object to be automatically decomposed, and the minor category of EX equipment that the player wants to set as the object to be automatically decomposed. In this way, it is possible to prevent EX equipment that violates the player's intention from being automatically decomposed when the EX equipment is automatically decomposed. For example, it is possible to avoid a situation where a high-rarity EX equipment that the player does not want to decompose is automatically decomposed at will. As a result, the player can use the automatic decomposition function with peace of mind and actively, thereby reducing the number of times the player performs various operations, thereby improving the convenience of the player.
[0525] In addition, when the player operates the cancel operation unit 581 of the automatic disassembly setting screen 580, the content displayed on the automatic disassembly setting screen 580 immediately before the operation is performed is discarded. In addition, the display of the automatic disassembly setting screen 580 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0526] In addition, when the player operates the confirmation operation unit 582 of the automatic disassembly setting screen 580, the content displayed on the automatic disassembly setting screen 580 immediately before the operation is performed is stored as the automatic disassembly setting. In addition, the display of the automatic disassembly setting screen 580 ends, and the menu screen 110 ( Figure 8 A) is displayed on the display 26.
[0527] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-mentioned expedition game will be described. In addition, the functional configurations of the player terminal 1 and the server 1000 related to the battle game will be omitted.
[0528] (Control Processing in Player Terminal 1 and Server 1000)
[0529] Fig.41 1 is a diagram for explaining the structure of the memory 12 in the player terminal 1 and its function as a computer. The program storage area 12a stores a setting management program 902, a single dispatch management program 904, a re-dispatch management program 906, a combined expedition management program 908, a round addition management program 910, an EX equipment management program 912, a retreat management program 914, a time reduction management program after the expedition starts 916, and an expedition completion management program 918. The above-mentioned programs stored in the program storage area 12a are just examples, and many other programs are provided in the program storage area 12a.
[0530] The data storage area 12b is provided with an information storage unit 950 for storing various information for the expedition game. The above-mentioned storage unit provided in the data storage area 12b is an example, and many other storage units are provided in the data storage area 12b.
[0531] The CPU 10 operates each program stored in the program storage area 12a to update the data of each storage unit of the data storage area 12b. In addition, the CPU 10 operates each program stored in the program storage area 12a to make the player terminal 1 (computer) function as the terminal side control unit 1A. The terminal side control unit 1A includes a setting management unit 902a, a separate dispatch management unit 904a, a re-dispatch management unit 906a, a combined expedition management unit 908a, a round addition management unit 910a, an EX equipment management unit 912a, a retreat management unit 914a, a time reduction management unit 916a after the expedition starts, and an expedition completion management unit 918a.
[0532] Specifically, the CPU 10 causes the setting management program 902 to run, and causes the computer to function as a setting management unit 902a. The setting management unit 902a executes processing for performing various settings based on the player's operation. Specifically, the following processing is executed.
[0533] After the player has made a change to the notification setting screen 120 ( Figure 8 B) When the setting operation unit 123 is operated, the setting management unit 902a performs the following processing: the execution timing of the expedition completion notification set by the player is stored in the information storage unit 950 as setting information.
[0534] In addition, when the priority setting screen 130 ( Fig. 9 In the case of operation of the setting operation unit 135 of A), the setting management unit 902a performs a process of storing the content of the priority setting set by the player in the information storage unit 950 as setting information.
[0535] In addition, when the player performs the automatic grouping setting screen 160 ( Fig.12 When the setting operation unit 163 is operated as shown in A), the setting management unit 902a performs processing for storing, in the information storage unit 950, setting information indicating which of the first automatic grouping function and the second automatic grouping function is set as the setting function of the automatic grouping function.
[0536] In addition, when the player performs a one-key request enhancement setting screen 490 ( Fig.35 ) is operated on the confirmation operation unit 492, the setting management unit 902a performs the following processing: the content of the one-key entrustment enhancement setting set by the player is stored in the information storage unit 950 as setting information.
[0537] In addition, when the player performs a one-key request decomposition setting screen 530 ( Fig.39 ) is operated on the confirmation operation unit 532, the setting management unit 902a performs the following processing: the content of the one-key entrustment decomposition setting set by the player is stored in the information storage unit 950 as setting information.
[0538] In addition, when the player performs the automatic decomposition setting screen 580 ( Fig.40 ) is operated on the confirmation operation unit 582, the setting management unit 902a performs the following processing: the content of the automatic decomposition setting set by the player is stored in the information storage unit 950 as setting information.
[0539] In addition, the CPU 10 causes the individual dispatch management program 904 to run, so that the computer functions as an individual dispatch management unit 904a. In the individual dispatch management unit 904a, a process for the player to select a dispatch destination on the dispatch destination selection screen 100 ( Figure 7 B) Select a desired dispatch destination and dispatch a team to the dispatch destination to start the expedition game (permit the expedition game to be executed). Specifically, the following process is performed.
[0540] When in the grouping screen 170 ( Fig.13 When the automatic grouping operation unit 174 is operated (clicked) in A), the individual dispatch management unit 904a performs a process of confirming the setting information related to the automatic grouping function stored in the information storage unit 950.
[0541] Furthermore, the individual dispatch management unit 904a performs processing for automatically forming a team using the type of automatic grouping function (the first automatic grouping function or the second automatic grouping function) set by the player based on the confirmed setting information related to the automatic grouping function.
[0542] Specifically, if the first automatic grouping function is used, the individual dispatch management unit 904a performs the following processing: first, three friendly characters with high priority, excluding the characters that cannot be grouped, are grouped into the team with priority.
[0543] Then, when the combined combat power of the three friendly characters reaches the required combat power, the individual dispatch management unit 904a performs the following processing: the formation of the squad is terminated.
[0544] On the other hand, when the combined combat power of the three friendly characters does not reach the required combat power, the individual dispatch management unit 904a performs the following processing: further organizes friendly characters that are not set as priority objects into the team.
[0545] Specifically, the individual dispatch management unit 904a performs the following processing: among the friendly characters that are not set as priority objects and can be grouped, the friendly characters with high combat power are grouped in sequence until the combat power of the squad meets the required combat power.
[0546] In addition, if the second automatic grouping function is used, the individual dispatch management unit 904a performs the following processing: 3 friendly characters with high priority, excluding the characters that cannot be grouped, are prioritized to be grouped into the team.
[0547] Furthermore, the individual dispatch management unit 904a performs the following processing: among the friendly characters that are not set as priority objects and can be grouped, friendly characters with high combat power are grouped together until the maximum number of people that can be grouped is reached.
[0548] In addition, when the first automatic grouping function is used without setting the own characters as priority objects, the individual dispatch management unit 904a performs the following processing: among the own characters that can be grouped, the own characters with strong combat power are grouped in turn until the combat power of the squad meets the required combat power.
[0549] In addition, when the second automatic grouping function is used without setting the friendly characters as priority objects, the separate dispatch management unit 904a performs the following processing: among the friendly characters that can be grouped, the friendly characters with strong combat power are grouped until the maximum number of people that can be grouped is reached.
[0550] In addition, the individual dispatch management unit 904a performs processing for deriving the combat effectiveness of a squad organized based on a manual squad organization performed by a player or a squad organization automatically organized using an automatic organization function.
[0551] In addition, the individual dispatch management unit 904a performs the following processing: based on the derived squad's combat effectiveness, the required time to be shortened is derived. Here, the higher the combat effectiveness of the organized squad is, the greater the value of the required time to be shortened is.
[0552] Furthermore, when the repeated dispatch count increasing operation unit 175a or the repeated dispatch count decreasing operation unit 175b of the composition screen 170 is operated (clicked), the individual dispatch management unit 904a performs processing for deriving the required time based on the number of dispatches displayed in the repeated dispatch count display unit 175. Here, for example, when the required time required for one dispatch is 1 hour and 30 minutes, when the number of dispatches is set to 4 times, the individual dispatch management unit 904a derives 6 hours as the required time.
[0553] Furthermore, when the time reduction operation unit 176 of the time reduction screen 180 is operated (clicked), the individual dispatch management unit 904a performs processing to derive the required time based on the number of shortenings displayed in the shortening number display unit 181 or the shortening number display unit 182. Here, for example, when the required time is 6 hours and the total number of shortenings displayed in the shortening number display unit 181 and the shortening number display unit 182 is 4, the individual dispatch management unit 904a derives that the required time becomes 2 hours by shortening by 4 hours.
[0554] Furthermore, when the setting operation unit 184 of the time shortening screen 180 is operated (clicked), the individual dispatch management unit 904a performs the following processing: the content displayed on the time shortening screen 180 is stored as time shortening information related to the time shortening function in the information storage unit 950. For example, the time shortening information includes the number of time shortening tickets consumed and the number of times a predetermined number of gems are consumed.
[0555] In addition, when the dispatch operation unit 177 of the formation screen 170 is operated (clicked), the individual dispatch management unit 904a performs the following processing: confirming whether the time shortening function is used, that is, whether the time shortening information related to the time shortening function is stored. In addition, when the combat power of the squad exceeds the required combat power, the dispatch operation unit 177 of the formation screen 170 becomes operable. That is, when the combat power of the squad exceeds the required combat power and the start of the expedition game is allowed, the dispatch operation unit 177 becomes operable.
[0556] Furthermore, when the time shortening function is used, the individual dispatch management unit 904 a performs a process of displaying the confirmation screen 190 on the display 26 .
[0557] If the time shortening function is not used, the individual dispatch management unit 904a performs the following processing: sends expedition start information to the server 1000. If the confirmation operation unit 191 of the confirmation screen 190 is operated (clicked), the individual dispatch management unit 904a performs the following processing: sends expedition start information to the server 1000.
[0558] Expedition start information includes, for example, dispatch destination information related to the dispatch destination, repetition number information related to the number of repetitions, team formation information related to the type of friendly characters formed into the team, whether the time shortening function is used, and time shortening information when the time shortening function is set to be used.
[0559] When the expedition start information is sent to the server 1000, the individual dispatch management unit 904a performs the following processing: the expedition start performance screen 200 ( Fig.16 B) Displaying the specified time on the display 26. In addition, when the use time shortening function is set, the individual dispatch management unit 904a performs the following processing: after the display of the expedition start performance screen 200 ends, the time shortening performance screen 210 ( Fig.16 C) The predetermined time is displayed on the display 26. After that, the individual dispatch management unit 904a performs the following processing: the dispatch destination selection screen 100 ( Fig.17 A) is displayed on the display 26.
[0560] In addition, the CPU 10 causes the re-dispatch management program 906 to operate, so that the computer functions as a re-dispatch management unit 906a. In the re-dispatch management unit 906a, a program for displaying the re-dispatch screen 260 ( Fig.21 ) or dispatch screen 280 again ( Fig.23 ) in the process of sending the same formation of the squad again to the same dispatch destination for the expedition game that has been completed (cleared). Specifically, the following process is performed.
[0561] When the repeated dispatch count increasing operation unit 264a, the repeated dispatch count decreasing operation unit 264b of the re-dispatch screen 260, the repeated dispatch count increasing operation unit 284a, or the repeated dispatch count decreasing operation unit 284b of the re-dispatch screen 280 is operated (clicked), the re-dispatch management unit 906a performs the following processing: based on the number of dispatches displayed in the repeated dispatch count display unit 264 of the re-dispatch screen 260 or the repeated dispatch count display unit 284 of the re-dispatch screen 280, the required time is derived.
[0562] When the dispatch operation unit 266 of the re-dispatch screen 260 or the dispatch operation unit 286 of the re-dispatch screen 280 is clicked, the re-dispatch management unit 906 a performs a process of transmitting expedition start information to the server 1000 .
[0563] When the expedition start information is sent to the server 1000, the re-dispatch management unit 906a performs the following processing: the expedition start performance screen 200 ( Fig.16 B) Displaying the specified time on the display 26.
[0564] The CPU 10 also causes the expedition management program 908 to run, and causes the computer to function as a joint expedition management unit 908a. The joint expedition management unit 908a performs processing for using the joint expedition function. Specifically, the following processing is performed.
[0565] When the automatic grouping operation unit 293 of the joint expedition screen 290 is operated (clicked), the joint expedition management unit 908 a performs a process of confirming the setting information related to the automatic grouping function stored in the information storage unit 950 .
[0566] Furthermore, the combined expedition management unit 908a performs processing for automatically forming a party using the type of automatic grouping function (the first automatic grouping function or the second automatic grouping function) set by the player based on the confirmed setting information related to the automatic grouping function.
[0567] Furthermore, when the joint expedition operation unit 307 of the joint expedition screen 290 is operated (clicked), the joint expedition management unit 908a performs the following processing: sending expedition start information to the server 1000. The expedition start information includes, for example, dispatch destination information related to each dispatch destination, repetition number information related to the repetition number of each dispatch destination, team formation information related to the type of the own character formed into the team of each dispatch destination, whether the time shortening function related to each dispatch destination is used, and time shortening information when the use of the time shortening function is set for each dispatch destination.
[0568] When the expedition start information is sent to the server 1000, the expedition management unit 908a performs the following processing: the expedition start performance screen 200 ( Fig.16 B) Displaying the specified time on the display 26. In addition, when the time reduction function is set, the expedition management unit 908a performs the following processing: after the expedition start performance screen 200 is displayed, the time reduction performance screen 210 ( Fig.16 C) Display the specified time on the display 26. After that, the expedition management unit 908a performs the following processing: Figure 7 A) is displayed on the display 26.
[0569] The CPU 10 also causes the computer to function as a round addition management unit 910a by running the round addition management program 910. The round addition management unit 910a performs processing for using the additional dispatch function. Specifically, the following processing is performed.
[0570] On the expedition overview screen 320 ( Fig.26 ), the turn addition management unit 910a performs the following processing: sending expedition start information to the server 1000. The expedition start information includes, for example, dispatch destination information related to the dispatch destination, additional number information related to the number of dispatches to be added, squad formation information related to the type of the own character organized into the squad, whether the time shortening function is used, and time shortening information when the time shortening function is set to be used.
[0571] The CPU 10 also causes the computer to function as an EX equipment management unit 912a by running the EX equipment management program 912. The EX equipment management unit 912a performs an EX equipment management process for managing various functions related to EX equipment. Fig.431 is a flowchart for explaining the EX equipment management process in the player terminal 1. In addition, the order of each process executed in the EX equipment management unit 912a described below may not be in a specific order, and may be swapped with the order described below. Alternatively, part of each process executed in the EX equipment management unit 912a described below may not be executed.
[0572] like Fig.43 As shown, the EX equipment management unit 912a performs the EX equipment automatic equipment processing (P1-1). The following processing is performed in the EX equipment automatic equipment processing. When the player operates the one-key entrustment EX equipment setting screen 350 ( Fig.29 A) of the confirmation operation unit 354, the EX equipment management unit 912a performs the following processing: based on the content displayed on the one-click entrustment EX equipment setting screen 350 immediately before the operation is performed, the EX equipment to be equipped on the own character is extracted. Specifically, the EX equipment management unit 912a refers to the player information (EX equipment identification information) stored in the information storage unit 950 to confirm the EX equipment held by the player and the various parameters set for each EX equipment. In addition, the EX equipment management unit 912a confirms the type of EX equipment that can be equipped on the own character as the object to be automatically equipped. Then, the EX equipment management unit 912a extracts the EX equipment to be equipped on the own character based on the various information confirmed and the priority status set by the player. Then, the EX equipment management unit 912a performs the following processing: based on the extraction result, the one-click entrustment EX equipment confirmation screen 370 ( Fig.30 A) is displayed on the display 26.
[0573] In addition, when the player operates the confirmation operation unit 374 of the one-touch EX equipment confirmation screen 370, the EX equipment management unit 912a performs the following processing: equips the own character with EX equipment based on the content displayed on the one-touch EX equipment confirmation screen 370 immediately before the operation. Specifically, the player information stored in the information storage unit 950 is updated. The player information includes the own character identification information indicating the type of the own character and the EX equipment identification information indicating the type of EX equipment equipped to the own character.
[0574] Back to Fig.43 , the EX equipment management unit 912a executes the EX equipment change process (P1-2). In the EX equipment change process, the following process is executed. When the player operates the EX equipment change screen 390 ( Fig.31A), the EX equipment management unit 912a performs the following processing: equips the own character with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 is operated. Specifically, the player information stored in the information storage unit 950 is updated. In addition, when the EX equipment currently equipped by another own character is temporarily selected as the EX equipment to be equipped in the EX equipment change screen 390, the EX equipment management unit 912a performs the following processing: the EX exchange confirmation screen 410 ( Fig.31 C) is displayed on the display 26.
[0575] When the player operates the confirmation operation unit 412 of the EX exchange confirmation screen 410, the EX equipment management unit 912a performs the following processing: equips the player's character with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 is operated. Specifically, the player information stored in the information storage unit 950 is updated.
[0576] Back to Fig.43 , the EX equipment management unit 912a executes the EX equipment upper limit release process (P1-3). In the EX equipment upper limit release process, the following process is executed. When the player operates the EX equipment upper limit release screen 420 ( Fig.32 A) when the upper limit opening operation unit 424 is pressed, the EX equipment management unit 912a performs processing to derive whether there are returned items. Furthermore, if there are returned items, the EX equipment management unit 912a performs the following processing: based on the difference between the points required for the upper limit opening and the points to be consumed, and the EX equipment temporarily selected in the EX equipment upper limit opening screen 420, the content of the returned items, that is, the type and number of EX equipment to be returned, is derived.
[0577] Then, the EX equipment management unit 912a performs the following processing: based on the above-mentioned export result, the EX equipment upper limit release confirmation screen 440 ( Fig.33 A) is displayed on the display 26.
[0578] When the player operates the confirmation operation unit 441 of the EX equipment upper limit release confirmation screen 440, the EX equipment management unit 912a performs the following processing: consumes a predetermined amount of in-game currency (Mana) and the EX equipment temporarily selected in the EX equipment upper limit release screen 420 to perform the upper limit release. In addition, when there is a return item, the EX equipment management unit 912a performs the processing of giving the return item to the player. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950 are updated.
[0579] Back to Fig.43 , the EX equipment management unit 912a performs the EX equipment enhancement process (P1-4). In the EX equipment upper limit release process, the following process is performed. When the player operates the EX equipment enhancement screen 460 ( Fig.34 A) of the strengthening operation unit 462, the EX equipment management unit 912a performs the process of deriving whether there is a return item. In addition, if there is a return item, the EX equipment management unit 912a performs the following process: based on the difference between the points required for strengthening and the points to be consumed, and the EX equipment temporarily selected in the EX equipment strengthening screen 460, the content of the return item, that is, the strengthening points and the amount of various coins to be returned, is derived.
[0580] In addition, when the player clicks the one-click entrustment enhancement operation unit 464 of the EX equipment enhancement screen 460, the EX equipment management unit 912a performs the following processing: based on the setting information related to the one-click entrustment enhancement setting stored in the information storage unit 950, the amount of enhancement points to be consumed and the content of the EX equipment to be consumed are determined. Specifically, the EX equipment management unit 912a refers to the player information (EX equipment identification information, in-game currency information) stored in the information storage unit 950 to confirm the EX equipment held by the player, the various parameters set for each EX equipment, and the amount of in-game currency held by the player. Then, the EX equipment management unit 912a determines the amount of enhancement points to be consumed and the content of the EX equipment to be consumed based on the various information confirmed and the content of the one-click entrustment enhancement setting set by the player. In addition, in the case of a return item, the EX equipment management unit 912a performs the following processing: deriving the content of the return item, that is, the amount of enhancement points and various coins to be returned.
[0581] Then, the EX equipment management unit 912a performs the following processing: Based on the above-mentioned export result, the EX equipment enhancement confirmation screen 480 ( Fig.34 C) is displayed on the display 26.
[0582] When the player operates the confirmation operation unit 482 of the EX equipment enhancement confirmation screen 480, the EX equipment management unit 912a performs the following processing: consumes a predetermined amount of in-game currency (Mana) and the EX equipment and enhancement points temporarily selected in the EX equipment enhancement screen 460 to perform enhancement. In addition, when there is a return item, the EX equipment management unit 912a performs the processing of giving the return item to the player. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950 are updated.
[0583] Back to Fig.43, the EX equipment management unit 912a executes the EX equipment decomposition process (P1-5). In the EX equipment decomposition process, the following process is executed. When the item list screen 500 ( Fig.36 A) when the disassembly operation unit 504a is selected, the EX equipment management unit 912a executes the following processing: based on the EX equipment corresponding to the selected icon 502a, it derives the amount of return items (enhancement points and various coins) to be returned to the player.
[0584] In addition, when the player operates the one-touch decomposition operation unit 505b of the item list screen 500a, the EX equipment management unit 912a performs the following processing: based on the setting information related to the one-touch decomposition setting stored in the information storage unit 950, the EX equipment management unit 912a automatically selects the EX equipment to be decomposed. Specifically, the EX equipment management unit 912a refers to the player information (EX equipment identification information) stored in the information storage unit 950 to confirm the EX equipment held by the player and the various parameters set for each EX equipment. Then, the EX equipment management unit 912a determines the EX equipment to be decomposed based on the confirmed information and the content of the one-touch decomposition setting set by the player.
[0585] In addition, when the item list screen 500a ( Fig.36 B) When the operation unit 505a is disassembled collectively, the EX equipment management unit 912a executes the following processing: based on the EX equipment corresponding to the selected icon 502a, the amount of return items (enhancement points and various coins) to be returned to the player is derived.
[0586] Then, the EX equipment management unit 912a performs the following processing: based on the above-mentioned derivation result, the decomposition confirmation screen 510 ( Fig.37 A) is displayed on the display 26.
[0587] When the player operates the confirmation operation unit 511 of the decomposition confirmation screen 510, the EX equipment management unit 912a performs a process of executing the decomposition of the EX equipment. In addition, the EX equipment management unit 912a performs a process of giving the return item to the player. Specifically, the EX equipment identification information and the in-game currency information included in the player information stored in the information storage unit 950 are updated.
[0588] Back to Fig.43 , the EX equipment management unit 912a executes EX equipment acquisition location processing (P2). Fig.44 2 is a flowchart for explaining the EX equipment acquisition location process (P2) in the player terminal. In the EX equipment acquisition location process, the following processes are performed.
[0589] When the player operates the character details screen 340 ( Fig. 27 A) of the acquisition location operation unit 345a, the EX equipment management unit 912a performs the following processing: extract the expedition game (P2-1) of the type that can obtain the EX equipment displayed in the detail display unit 342. Specifically, the EX equipment management unit 912a refers to the player information (expedition game setting information) stored in the information storage unit 950 to confirm the information set as the EX equipment that can be obtained in each expedition game. Then, based on the confirmed information and the EX equipment displayed in the detail display unit 342, the EX equipment management unit 912a extracts the expedition game of the type that can obtain the EX equipment displayed in the detail display unit 342.
[0590] In addition, the EX equipment management unit 912a performs the following processing: for each expedition game of the extracted type, the start condition required to start the execution of the expedition game and the end condition required to end the execution of the expedition game (P2-2). Specifically, the EX equipment management unit 912a refers to the player information (expedition game setting information) stored in the information storage unit 950 to obtain the game play conditions of the required combat power, the maximum number of people, and the required time.
[0591] In addition, the EX equipment management unit 912a performs the following processing: for each expedition game of the extracted type, confirm the execution status (P2-3). Specifically, the EX equipment management unit 912a obtains expedition game information including the execution status of the expedition game from the server, and confirms the progress status of each expedition game by referring to the obtained expedition game information.
[0592] Furthermore, the EX equipment management unit 912a performs processing for displaying the acquisition location screen 540 on the display 26 based on the various information obtained as described above (P2-4).
[0593] When the player operates the formation operation unit 541 of the acquisition location screen 540 (YES in P2-5), the EX equipment management unit 912a executes a process for returning the formation screen 170 ( Fig.13 A) Displays the process of forming a squad to be dispatched to the dispatch destination on the display 26 (P2-6). That is, when the formation operation unit 541 is operated, the EX equipment management unit 912a does not display the dispatch destination selection screen 100 ( Figure 7 B) and the grouping screen 170 ( Fig.13 A) Displayed on the display 26. This can improve the convenience for players.
[0594] Then, the composition screen 170 ( Fig.13 In the case of A), when the player operates the dispatch operation unit 177, the EX equipment management unit 912a performs the following processing: the expedition start performance screen 200 ( Fig.16 B), and the expedition departure screen 550 ( Fig.39 B) is displayed on the display 26 (P2-7). In addition, as described above, when the combat power of the squad exceeds the required combat power, the dispatch operation unit 177 of the formation screen 170 becomes operable. That is, when the combat power of the squad exceeds the required combat power and the expedition game is allowed to start, the dispatch operation unit 177 becomes operable.
[0595] In addition, the EX equipment management unit 912a performs the following processing: sending expedition start information (P2-8) to the server 1000. The expedition start information includes, for example, dispatch destination information related to the dispatch destination, additional number information related to the number of dispatches to be added, squad formation information related to the type of the own character organized into the squad, whether the time shortening function is used, and time shortening information when the time shortening function is set to be used.
[0596] In addition, when the confirmation operation unit 542 of the location acquisition screen 540 is operated ("No" in P2-5, "Yes" in P2-9), the EX equipment management unit 912a performs the following processing: obtains expedition game information including the execution status of the expedition game from the server, and displays the expedition result screen 560 ( Fig.39 C) or expedition confirmation screen 570 ( Fig.39 D) Display on the display 26 (P2-10). Specifically, when the expedition game is completed, the EX equipment management unit 912a displays the expedition result screen 560 on the display 26, and when the expedition game is in progress, the EX equipment management unit 912a displays the expedition confirmation screen 570 on the display 26.
[0597] The CPU 10 also causes the computer to function as a evacuation management unit 914a by running the evacuation management program 914. The evacuation management unit 914a performs processing for using the evacuation function. Specifically, the following processing is performed.
[0598] When the confirmation operation unit 232 of the evacuation confirmation screen 230 is operated (clicked), the evacuation management unit 914a performs processing to transmit evacuation information to the server 1000. The evacuation information includes, for example, dispatch destination information on the dispatch destination to be evacuated.
[0599] Furthermore, when the retreat management unit 914 a transmits the retreat information to the server 1000 , it performs processing to display the expedition retreat screen 240 on the display 26 .
[0600] In addition, the CPU 10 causes the expedition start time reduction management program 916 to operate, so that the computer functions as an expedition start time reduction management unit 916a. In the expedition start time reduction management unit 916a, after the expedition game starts execution, a process for using the time reduction function is performed. Specifically, the following process is performed.
[0601] After operating (clicking) the time shortening screen 180 ( Fig.17 B) when the shortening times increasing operation unit 181a, shortening times decreasing operation unit 181b, shortening times increasing operation unit 182a, or shortening times decreasing operation unit 182b is pressed, the time shortening management unit 916a performs the following processing after the expedition starts: based on the shortening times displayed in the shortening times display unit 181 or the shortening times display unit 182, the required time is derived.
[0602] In addition, when the confirmation screen 220 ( Fig.18 A) of the shortening operation unit 221, the expedition start time shortening management unit 916a performs processing to send expedition start time shortening information to the server 1000. The expedition start time shortening information includes, for example, dispatch destination information related to the dispatch destination, and time shortening information including the number of time shortening tickets consumed and the number of times a predetermined number of gems are consumed.
[0603] The CPU 10 also causes the expedition completion management program 918 to run, and the computer functions as an expedition completion management unit 918a. The expedition completion management unit 918a performs processing for obtaining a reward for a cleared expedition game based on the elapse of the required time. Specifically, the following processing is performed.
[0604] When newly acquiring expedition completion information set in the server 1000 , the expedition completion management unit 918 a performs processing for storing the acquired expedition completion information in the information storage unit 950 .
[0605] Furthermore, the expedition completion management unit 918 a performs a process of confirming setting information regarding the execution timing of the expedition completion notification stored in the information storage unit 950 .
[0606] In addition, when it is determined that it is the notification timing based on the confirmed setting information related to the execution opportunity of the expedition completion notification, the expedition completion management unit 918a performs the following processing: Fig. 9A) Displayed on the upper portion of the display 26 as an expedition completion notification.
[0607] In addition, when the dispatch destination selection screen 100 ( Fig. 20 A) When the result confirmation operation unit 107 is operated, the expedition completion management unit 918a performs processing to send reward request information to the server 1000. In addition, when the result confirmation operation unit 107 is operated, the reward request information includes the dispatch destination information related to the dispatch destination corresponding to the result confirmation operation unit 107, the formation information set for the dispatch destination, etc.
[0608] In addition, after operating (clicking) the expedition home screen 90 ( Fig. 22 A) When the centralized expedition completion operation unit 95 is operated, the expedition completion management unit 918a performs processing to send reward request information to the server 1000. In addition, when the centralized expedition completion operation unit 95 is operated, the reward request information includes dispatch destination information related to each dispatch destination for which the receipt of the reward has not been completed, and the formation information set for each dispatch destination.
[0609] Furthermore, when the expedition completion management unit 918a newly acquires reward determination information set in the server 1000, it performs a process of storing the acquired reward determination information in the information storage unit 950 and obtaining a reward.
[0610] In addition, the expedition completion management unit 918a performs the following processing: determines the EX equipment set as the target of decomposition among the EX equipment included in the obtained reward based on the setting information related to the automatic decomposition setting stored in the information storage unit 950. The expedition completion management unit 918a performs the following processing: executes the decomposition of the EX equipment determined to be the target of decomposition. Specifically, the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950 are updated.
[0611] Furthermore, the expedition completion management unit 918a performs a process of displaying a list of the rewards obtained and the return items obtained as a result of the above-mentioned decomposition on the expedition completion screen 250 or the centralized expedition completion screen 270.
[0612] When the re-dispatch operation unit 252 of the expedition completion screen 250 or the re-dispatch operation unit 272 of the centralized expedition completion screen 270 is operated (clicked), the expedition completion management unit 918a performs the following processing: based on the dispatch destination information included in the expedition completion information, the re-dispatch screen 260 ( Fig.21 ) or dispatch screen 280 again ( Fig.23 ) is displayed on the display 26.
[0613] Fig.42 1 is a diagram for explaining the structure of the memory 1012 in the server 1000 and its function as a computer. The program storage area 1012a stores an expedition game progress management program 1920 and a reward management program 1922. The above-mentioned program stored in the program storage area 1012a is an example, and many other programs are set in the program storage area 1012a.
[0614] The data storage area 1012b is provided with an information storage unit 1550 for storing various information for the expedition game. The above-mentioned storage unit provided in the data storage area 1012b is an example, and many other storage units are provided in the data storage area 1012b.
[0615] The CPU 1010 operates each program stored in the program storage area 1012a to update the data in each storage unit of the data storage area 1012b. Furthermore, the CPU 1010 operates each program stored in the program storage area 1012a to make the server 1000 (computer) function as a server-side control unit 1000A. The server-side control unit 1000A includes an expedition game progress management unit 1920a and a reward management unit 1922a.
[0616] Specifically, the CPU 1010 causes the expedition game progress management program 1920 to run, and causes the computer to function as an expedition game progress management unit 1920a. The expedition game progress management unit 1920a performs processing for managing the progress of the expedition game. Specifically, the following processing is performed.
[0617] Furthermore, when the expedition start information is received from the player terminal 1, the expedition game progress management unit 1920a performs a process of deriving the required time corresponding to each dispatch destination specified by the received expedition start information and setting the required time in the expedition timer.
[0618] That is, the expedition game progress management unit 1920a derives the required time corresponding to the dispatch destination based on the combat capability of the squad set for the dispatch destination and the required combat capability set for the dispatch destination.
[0619] Furthermore, when a plurality of dispatch destinations are designated by the expedition start information, the expedition game progress management unit 1920a performs a process of setting an expedition timer for each of the plurality of designated dispatch destinations.
[0620] When the number of repetitions is specified multiple times for the dispatch destination by the number of repetitions information included in the expedition start information, the expedition game progress management unit 1920a performs processing for storing the number of repetitions information in the information storage unit 1550 of the server 1000 in association with the dispatch destination.
[0621] Furthermore, each time the expedition game related to the dispatch destination ends, the expedition game progress management unit 1920a reduces the number of repetitions set in the repetition number information.
[0622] In addition, when the time reduction function is specified for the dispatch destination that has started the progress of the expedition game, the expedition game progress management unit 1920a performs the following processing: based on the time reduction information included in the expedition start information, the timer value of the expedition timer corresponding to the dispatch destination is reduced. In addition, when the time reduction ticket is used, the expedition game progress management unit 1920a performs the processing for consuming the number of time reduction tickets used.
[0623] In addition, when the expedition game progress management unit 1920a receives the time shortening information after the start of the expedition from the player terminal 1, it performs the following processing: based on the time shortening information contained in the received time shortening information after the start of the expedition, the timer value of the expedition timer corresponding to the dispatch destination specified based on the dispatch destination information contained in the time shortening information after the start of the expedition is shortened.
[0624] In addition, in the case where there is an expedition timer whose timer value becomes 0, that is, in the case where there is an expedition game in which a pre-set specified end condition is met, the expedition game progress management unit 1920a performs the following processing: the expedition completion information corresponding to the expedition game in which the end condition is met is set to be accessible by the player terminal 1.
[0625] In addition, the expedition completion information includes dispatch destination information related to the dispatch destination of the expedition game that has been completed (cleared) because the end conditions have been met, final expedition information indicating whether it is the last expedition game of the specified number of repetitions when multiple repetitions are specified for the dispatch destination, and team formation information related to the type of one's own character that is organized into the team to be dispatched to the dispatch destination.
[0626] In addition, when the number of repetitions information is stored for the dispatch destination for which the termination condition is satisfied, the expedition game progress management unit 1920a performs the following processing: starts the progress of the expedition game for the dispatch destination. In addition, the expedition game progress management unit 1920a performs the following processing: as the progress of the expedition game related to the dispatch destination starts, the number of repetitions set in the number of repetitions information is reduced.
[0627] Furthermore, when receiving the withdrawal information from the player terminal 1, the expedition game progress management unit 1920a performs a process of discarding the expedition timer corresponding to the dispatch destination specified by the dispatch destination information included in the withdrawal information, thereby terminating the expedition game in execution.
[0628] The CPU 1010 also causes the reward management program 1922 to run, causing the computer to function as a reward management unit 1922a. The reward management unit 1922a performs processing for determining the content of a reward to be given to the player when the expedition game is cleared. Specifically, the following processing is performed.
[0629] When receiving the reward request information from the player terminal 1, the reward management unit 1922a performs a process of confirming the team information included in the received reward request information.
[0630] The reward management unit 1922a performs a process of confirming the friendly character set as the target of releasing the special item based on the confirmed formation information.
[0631] The reward management unit 1922a performs a process of determining by lottery whether to give a corresponding special item to each friendly character set as a special item release target confirmed as described above, based on a predetermined lottery table set in advance.
[0632] The reward management unit 1922a determines whether to grant EX equipment through a lottery based on a predetermined lottery table that is set in advance.
[0633] The reward management unit 1922a performs a process of determining whether to give normal items other than special items and EX equipment by lottery based on a predetermined lottery table set in advance.
[0634] The reward management unit 1922a performs the following processing: when the above-mentioned lottery processing is completed for all the dispatch destinations (processing objects) specified by the dispatch destination information included in the received reward request information, the reward determination information including at least the execution result of each lottery processing is set to be accessible to the player terminal 1.
[0635] Above, one embodiment of the present invention is described with reference to the accompanying drawings, but it is self-evident that the present invention is not limited to the above-mentioned embodiment. It is clear to those skilled in the art that various modifications or amendments can be thought of within the scope of the claims, and it is understood that these modifications or amendments also belong to the technical scope of the present invention.
[0636] The gameplay and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may cause a computer (in the embodiment, either or both of the player terminal 1 and the server 1000) to execute the following processing.
[0637] (Processing performed by a computer)
[0638] The following processing: executing specific content in which the starting conditions (in the implementation mode, as an example, the required combat power) in multiple specific contents (in the implementation mode, as an example, the expedition game) are met, wherein the multiple specific contents do not require the player's operation and the start of the game during the progress of the game, and the elapsed time is specified as the end condition for completing the game (in the implementation mode, as an example, the processing performed by the expedition game progress management unit 1920a).
[0639] The following processing: based on the satisfaction of the end condition of the specific content (in the embodiment, as an example, the passage of the required time), the reward predetermined for each specific content is given to the player (in the embodiment, as an example, the processing executed by the reward management unit 1922a).
[0640] The following processing: displaying a specific screen (in an embodiment, as an example, obtaining a location screen 540), wherein the specific screen is capable of identifying the type of specific content for which the player can obtain a specified reward (in an embodiment, as an example, EX equipment) as a reward, and is capable of identifying at least one of the start condition and the end condition set for the type of specific content (in an embodiment, as an example, P2).
[0641] The following processing is performed based on the first operation unit (in the embodiment, as an example, the first delivery destination selection operation unit 101a to the fourth delivery destination selection operation unit 101d ( Figure 7 B)) start screen (in the embodiment, as an example, the dispatch destination selection screen 100 ( Figure 7 In B)), the player's operation on the first operation unit allows the start of execution of specific content (in the embodiment, as an example, processing executed by the individual dispatch management unit 904a).
[0642] The following processing: displaying a second operation unit (in an embodiment, as an example, the grouping operation unit 541 of the location screen 540) (in an embodiment, as an example, P2) for starting execution of specific content in a specific screen (in an embodiment, as an example, the location screen 540 is obtained).
[0643] The following process: based on the operation of the second operation unit by the player, the start of execution of the specific content is permitted without displaying the start screen (in the embodiment, as an example, P2).
[0644] Furthermore, in the above-mentioned embodiment, the advantage of the player is improved by shortening the required time as the combat effectiveness of the squad dispatched to the dispatch destination is higher, but the present invention is not limited thereto. For example, it may be set so that when the combat effectiveness of the squad dispatched to the dispatch destination exceeds the required combat effectiveness, the reward obtained by the player is increased. In addition, for example, it may be set so that the reward obtained by the player is increased according to the degree to which the combat effectiveness of the squad dispatched to the dispatch destination exceeds the required combat effectiveness. In addition, it is also possible to implement both shortening the required time and increasing the reward in accordance with the combat effectiveness of the squad. Alternatively, it is also possible to implement either shortening the required time or increasing the reward in accordance with the combat effectiveness of the squad.
[0645] In addition, an upper limit may be set for the number of teams that can be dispatched to the dispatch destination in the same period. For example, if the total number of teams corresponding to expedition games that have not yet completed the collection of rewards and the number of teams corresponding to the expedition games that are being executed reaches a preset upper limit, a new team cannot be dispatched. In this case, a new team can be dispatched by using the retreat function or completing the collection of rewards.
[0646] In the above embodiment, it is shown that the time required for the expedition game can be shortened by consuming the time shortening ticket, but it is also possible to use the time shortening ticket for the battle game. For example, if the player can select the main line stage selection screen 74 ( Figure 5 B) to set whether to use the time shortening ticket and the number of tickets to be used. In this case, when one time shortening ticket is used, the execution of one battle game is omitted (skipped). Specifically, it can also be set that when the main line stage selection screen 74 ( Figure 5 B) When using the time reduction ticket, the squad selection screen 77 ( Figure 5 C) Battle game screen 80 ( Figure 6 A), first result screen 83 ( Figure 6 B) is omitted (shortened), and the second result screen 85 ( Figure 6 C) is displayed on the display 26.
[0647] In addition, regarding the game application, for example, it can also be set to use the notification mechanism provided by the operating system (OS) of the smartphone (for example, Notification API: notification application programming interface) to push notifications, so that a message M stating "Expedition completed" is displayed on the notification screen of the smartphone.
[0648] Specifically, it can be set that the player can arbitrarily set the execution trigger of the push notification in the same way as the setting of the execution trigger of the expedition completion notification in the above-mentioned embodiment. ...
Claims
1. An information processing program that causes a computer to perform the following processing: The specific content for which the start condition is satisfied among the plurality of specific contents is executed, wherein: The plurality of specific contents do not require a player's operation or game activation during the progress of the game, and an elapsed time is specified as an end condition for completing the game; Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; as well as A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.
2. The information processing program according to claim 1, wherein: The information processing program causes the computer to further perform the following processing: permitting the start of execution of the specific content based on an operation of the first operation unit by the player in a start screen displaying the first operation unit for starting execution of the specific content; displaying a second operation unit for starting execution of the specific content in the specific screen; as well as Based on the player's operation on the second operation unit, the specific content is allowed to start execution without displaying the start screen.
3. An information processing method performed by one or more computers, in which: The computer performs the following processing: The specific content for which the start condition is satisfied among the plurality of specific contents is executed, wherein: The plurality of specific contents do not require a player's operation or game activation during the progress of the game, and an elapsed time is specified as an end condition for completing the game; Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; as well as A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.
4. A gaming device comprising one or more computers, wherein: The computer performs the following processing: executing the specific content for which a start condition is satisfied among a plurality of specific contents, wherein the plurality of specific contents do not require a player's operation or game activation in the progress of the game and an elapsed time is specified as an end condition for completing the game; Based on the satisfaction of the end condition of the specific content, a reward predetermined for each specific content is given to the player; and A specific screen is displayed, wherein the specific screen can identify the type of the specific content for which the player can obtain a prescribed reward as the reward, and can identify at least one of the start condition and the end condition set for the type of the specific content.