Resource acquisition control method and device, equipment and medium
By dynamically adjusting the probability and visual effects of resource acquisition, the problems of single game difficulty, low resource allocation efficiency and poor interactive experience in the traditional equipment acquisition mechanism are solved, and the adaptability of the game and the sense of participation of players are improved.
Patent Information
- Application Number
- CN202510557906.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2045-04-29
AI Technical Summary
The traditional equipment acquisition mechanism has problems in electronic games with single game difficulty, low resource allocation efficiency and poor user interaction experience, and cannot adapt to the skill level and game progress of different players, resulting in poor game experience.
By detecting that when a player character defeats a hostile target, the resource acquisition probability is dynamically adjusted according to the qualification level of the assembly station. The hostile target becomes a scorpion resource and defines the absorbable range in the game scene, displays animation effects and adds them to the player library, and updates the qualification level of the assembly station to adjust the probability.
It realizes adaptive adjustment of game difficulty, improves resource allocation efficiency and instant satisfaction and immersion of players, and enhances the playability and interactive experience of the game.
Smart Images

Figure CN120268048A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technology of adaptive adjustment of computer resources, and particularly to a resource acquisition control method, its device, equipment, and medium. Background Art
[0002] In the field of video games, especially in role-playing games (RPGs) and open-world games, the acquisition mechanism of equipment resources is an important factor affecting the player experience and game balance. The traditional equipment acquisition mechanism is usually implemented based on the task reward mechanism, which has obvious limitations.
[0003] First of all, the fixity of the traditional equipment acquisition mechanism leads to the simplification of game difficulty. Whether it is a novice player or an experienced player, when facing the same hostile targets or tasks, the probability of obtaining equipment is the same. Although this design ensures the fairness of the game, it cannot adapt to the skill levels and game progress of different players. For novice players, the fixed probability may be too high, resulting in too low game difficulty and lack of challenge; for experienced players, the fixed probability may be too low, making the game process slow and affecting the game experience. This one-size-fits-all design cannot meet the needs of different player groups and limits the attractiveness and playability of the game.
[0004] Secondly, the traditional mechanism has deficiencies in terms of resource allocation efficiency. In the fixed-probability mode, the allocation of resources is often random, without considering the player's current equipment level and needs. This may lead to players obtaining a large number of useless equipment resources, while the equipment they really need is difficult to obtain. The inefficiency of this resource allocation not only increases the player's game time cost but also may lead to a decline in the player's interest in the game.
[0005] Furthermore, the traditional equipment acquisition mechanism also has defects in the user interaction experience. After players defeat hostile targets or complete tasks, the appearance differences between the obtained equipment resources and the hostile targets are relatively large. When there are a large number of equipment resources in the game scene, players cannot identify the sources of these equipment resources, reducing the player's sense of participation and immersion, and to a certain extent affecting the player's game experience.
[0006] In summary, the traditional equipment acquisition mechanism has obvious deficiencies in game difficulty adaptability, resource allocation efficiency, and user interaction experience. The existence of these problems not only affects the player's game experience but also limits the game balance and playability. Summary of the Invention
[0007] The purpose of this application is to solve the above problems and provide a resource acquisition control method, its corresponding device, equipment, non-volatile readable storage medium, and computer program product.
[0008] According to one aspect of the present application, a resource acquisition control method is provided, comprising:
[0009] When it is detected that a player character in a game scene defeats a hostile target, whether the hostile target is transformed into a skeleton resource is controlled according to a resource acquisition probability that is positively correlated with the qualification level of an assembly station held by a game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource;
[0010] When the hostile target is transformed into the skeleton resource, determining the absorbable range of the skeleton resource in the game scene;
[0011] In response to the resource absorption event triggered by the player character entering the absorbable range, an animation effect of the player character storing the skeleton resource is displayed, and the skeleton resource is added to the skeleton collection library of the game user;
[0012] The qualification level of the assembly station is updated according to the resource value of the skeleton resource, and when the qualification level changes, the update of the resource acquisition probability is triggered.
[0013] According to another aspect of the present application, a resource acquisition control device is provided, comprising:
[0014] The avatar control module is configured to control whether the hostile target is transformed into a skeleton resource when detecting that the player character in the game scene has defeated the hostile target, based on a resource acquisition probability that is positively correlated with the qualification level of the assembly station held by the game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource;
[0015] A scene setting module, configured to determine the corresponding absorbable range of the skeleton resource in the game scene when the hostile target is transformed into the skeleton resource;
[0016] A resource absorption module, configured to respond to a resource absorption event triggered by the player character entering the absorbable range, display an animation effect of the player character collecting the skeleton resource, and add the skeleton resource to the skeleton collection library of the game user;
[0017] A data update module is configured to update the qualification level of the assembly station according to the resource value of the skeleton resource, and trigger an update of the resource acquisition probability when the qualification level changes.
[0018] According to another aspect of the present application, a resource acquisition control device is provided, comprising a central processing unit and a memory, wherein the central processing unit is used to call and run a computer program stored in the memory to execute the steps of the method described in the present application.
[0019] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the resource acquisition control method in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the method are executed.
[0020] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, wherein the computer program / instruction implements the steps of the method when executed by a processor.
[0021] This application effectively solves the shortcomings of the traditional equipment acquisition mechanism in terms of game difficulty adaptability by dynamically adjusting the probability of obtaining skeleton resources and combining the interface performance of obtaining skeleton resources, and achieves many beneficial effects, including but not limited to:
[0022] First of all, this application provides an assembly table for skeleton resources, and determines the probability of resource acquisition through the positive correlation of the qualification level of the assembly table. It can dynamically adjust the difficulty of resource acquisition according to the progress of different players, so as to better balance the difficulty of the game and enhance the player's gaming experience.
[0023] Secondly, after the game user obtains skeleton resources through his or her player character, the present application timely updates the qualification level of the assembly table and dynamically adjusts the resource acquisition probability. This can distinguish game users with assembly tables of different qualification levels and allocate skeleton resources more accurately and differently. From the perspective of computer operating efficiency, it also improves the efficiency of resource allocation of the entire game system, reduces the situation where players obtain useless resources, thereby saving players' game time costs and enhancing the playability of the game.
[0024] In addition, the present application transforms hostile targets into skeleton resources and displays the animation effects of storing the skeleton resources, so that players can intuitively see the source and form of skeleton resources. At the same time, combined with the technical means of displaying the storage animation effects when the players enter the absorbable range, it can significantly enhance the players' instant satisfaction and interactive experience, and enhance the players' sense of participation and immersion. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] Figure 1 This is an exemplary network architecture for this application;
[0026] Figure 2 A schematic diagram of a flow chart of an embodiment of a resource acquisition control method of the present application;
[0027] Figure 3 This is a principle block diagram of the resource acquisition control device of the present application;
[0028] Figure 4 This is a structural diagram of a resource acquisition control device used in this application. DETAILED DESCRIPTION
[0029] The technical solution of this application can be deployed in a variety of network architectures. Figure 1 An exemplary network architecture is shown. In this architecture, a game server 81 is connected to multiple player terminals 80 via a network, which are deployed with a computer program product implemented according to the resource acquisition control method of the present application. When the computer program product is run, it is responsible for real-time processing of various events and interactions in the game. The game server 81 is responsible for managing the state of the game world, including the generation of hostile targets, the actions of player characters, and the allocation of equipment resources. The player terminal 80 communicates with the game server via the network, receives game state information, and sends the player's operation instructions.
[0030] In terms of application scenarios, the technical solution of this application is applicable to games that need to dynamically adjust the difficulty of the game according to the progress and behavior of the player. For example, in role-playing games (RPGs) and open world games, players, that is, game users, can trigger the drop of skeleton resources when exploring maps, completing tasks, or defeating hostile targets. Through the technical solution of this application, the game system can dynamically adjust the probability of resource acquisition according to the qualification level of the assembly table equipped for the game user, ensuring that the game difficulty matches the player's skill level, while optimizing the efficiency of resource allocation and reducing the situation where players obtain useless resources.
[0031] The hostile targets of this application can be non-player characters (NPCs), which refer to characters or entities controlled by the game system rather than directly operated by the player, or enemy characters controlled by other game users. Non-player characters can appear as hostile monsters, environmental creatures, or other entities.
[0032] The skeleton resource is a unique game resource provided by the present application for the game. In some embodiments, it is implemented as a residual statue effect of the hostile target in the game scene. Game users can obtain it by defeating the hostile target and transforming it into a skeleton resource with a certain probability of resource acquisition. The skeleton resources have different qualities and attributes, and can provide additional ability bonuses for the player characters. In order to facilitate the game users to efficiently call the skeleton resources, the present application introduces an assembly table for the game process. The assembly table is an interface platform for game users to equip the player characters with skeleton resources. It can be understood as a factory for processing skeleton resources, and its qualification level determines the player's resource acquisition probability of obtaining skeleton resources. The higher the qualification level, the greater the probability of the player obtaining skeleton resources, especially high-quality skeleton resources, otherwise the lower the probability of resource acquisition, thereby maintaining a positive correlation between the qualification level and the probability of resource acquisition.
[0033] Specifically, when the player character defeats the hostile target, the game server will dynamically update one or more resource acquisition probabilities according to the changes in the qualification level of the player's assembly station. When the player character encounters a hostile target, the corresponding resource acquisition probability is selected according to the rarity index of the hostile target as the target reference probability, and the resource drop probability corresponding to the hostile target's transformation into a skeleton resource is randomly generated. If the randomly generated resource drop probability is lower than the target reference probability, the hostile target will be transformed into a skeleton resource and an absorbable range will be generated in the game scene, otherwise the hostile target will not generate the corresponding skeleton resource. When the player character enters the range, a resource absorption event can be triggered, the storage animation effect can be played, and the skeleton resource can be added to the player's skeleton collection library. In addition, the qualification level of the assembly station can be updated according to the resource value of the skeleton resource, and the resource acquisition probability can be further adjusted to adapt to the player's progress.
[0034] The avatar in this application refers to a re-rendering of the animation model of the hostile target as a residual statue with unique visual effects. The incarnated skeleton resources maintain partial consistency in appearance with the original hostile target according to preset rules. For example, the skeleton resources can be generated by rendering unique visual effects based on the overall animation model of the hostile target, or can be generated by rendering unique visual effects based on parts of the animation model of the hostile target, such as some of its limbs. The incarnated skeleton resources also have attributes inherited from the hostile target and can be absorbed and utilized by the player character. By equipping the skeleton resources to the designated player character, the player character can be provided with additional combat capabilities or attribute bonuses.
[0035] Through this dynamic adjustment mechanism, the present application not only optimizes the efficiency of resource allocation, but also enhances the interactive experience of players through intuitive animation effects. Compared with the traditional fixed probability equipment acquisition mechanism, the technical solution of the present application can better balance the game difficulty and enhance the game experience of players.
[0036] See also Figure 2 The resource acquisition control method of the present application can be implemented as a computer program product installed and run on a player terminal, thereby starting a game system. In some embodiments thereof, the method includes the following steps:
[0037] Step S3100: When it is detected that a player character in a game scene defeats a hostile target, whether the hostile target is transformed into a skeleton resource is controlled according to a resource acquisition probability that is positively correlated with the qualification level of an assembly station held by a game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource;
[0038] In role-playing games or open world games, the game scene is usually manifested as game users exploring, completing tasks, or fighting in the gameplay area of the game map through their player characters. When the player character enters the gameplay area, it may encounter a hostile target. The battle between the player character and the hostile target can be initiated by the player character's active triggering or the automatic triggering of the game system. When the game process detects that the player character defeats the hostile target, it will decide whether to generate the corresponding skeleton resources according to the business logic of this application.
[0039] The conditions for a player character to defeat an enemy target can be varied, including but not limited to the following: the enemy target's health or life value drops to zero, that is, the enemy target dies; the enemy target's combat power attributes (such as defense, attack power, etc.) are lower than a certain preset value; the battle duration reaches a certain preset time limit; or the player character completes a specific combat action (such as performing a specific skill or combo). These conditions can be used alone or in combination to ensure fairness and diversity in combat.
[0040] When the player character defeats the enemy target, the game system determines whether the enemy target produces corresponding skeleton resources based on the resource acquisition probability dynamically determined by the qualification level of the assembly station held by the game user to which the player character belongs. The assembly station is an interface platform for game users to equip player characters with skeleton resources, and its qualification level determines the player's resource acquisition probability of obtaining skeleton resources. The higher the qualification level, the greater the player's resource acquisition probability of obtaining high-quality skeleton resources, and vice versa. The resource acquisition probability is lower. Game users can have multiple player characters, and can equip each player character with selected skeleton resources through the assembly station, thereby improving or optimizing the combat power of each player character.
[0041] In one embodiment, the resource acquisition probability can be divided into levels according to the rarity index of the hostile target, and multiple resource acquisition probabilities are set corresponding to different levels. Accordingly, the game system can determine the level of the hostile target according to the rarity index of the hostile target, and select a target reference probability that matches it from multiple resource acquisition probabilities of the game user according to the level. After determining the target reference probability, a resource drop probability is randomly generated for the hostile target and compared with the target reference probability. If the resource drop probability is lower than or equal to the target reference probability, an event is triggered in which the hostile target is transformed into a skeleton resource. Otherwise, no incarnation operation is performed on the hostile target, and no skeleton resources are generated.
[0042] Step S3200: when the hostile target is transformed into the skeleton resource, determining the absorbable range of the skeleton resource in the game scene;
[0043] When the hostile target is successfully transformed into a skeleton resource, a specific area needs to be defined in the map of the game scene as the absorbable range for the skeleton resource. The resource absorption event can only be triggered when the player character enters this absorbable range.
[0044] Specifically, the absorbable range can be set based on the original position and size of the hostile target, as well as the characteristics of the skeleton resources. In one embodiment, this range is centered on the position where the hostile target is defeated, and the size of the absorbable range is determined according to the size of the hostile target and the quality of the skeleton resources, wherein the size of the hostile target determines the basic size of the absorbable range, and the quality of the skeleton resources is quantified as a scaling factor of the basic size, thereby determining the absorbable range in association. Accordingly, for larger hostile targets, the absorbable range after they are transformed into skeleton resources will increase accordingly, so that the player character can more conveniently enter the absorption range. Similarly, high-quality skeleton resources may have a slightly larger absorbable range to increase the player's chances of obtaining these important resources.
[0045] In addition, the shape of the absorbable range can also be adjusted according to the design requirements of the game. It can be a circular area, a fan-shaped area, or even a specific path area, depending on the type of hostile target and the design of the game scene. For example, in some open world games, hostile targets can move on a specific path, so the absorbable range may be set along this path to increase the possibility of the player character absorbing the skeleton resources during the movement.
[0046] The setting of the absorbable range not only affects the convenience of players obtaining skeleton resources, but also has an important impact on the balance of the game. By reasonably adjusting the size and shape of the absorbable range, game developers can control the difficulty of obtaining skeleton resources, thereby adjusting the challenge and playability of the game. For example, in advanced areas of the game, the absorbable range of hostile targets may be relatively small to increase the difficulty for players to obtain skeleton resources, thereby encouraging players to improve their operating skills and equipment levels.
[0047] Step S3300, in response to the resource absorption event triggered by the player character entering the absorbable range, displaying the animation effect of the player character storing the skeleton resource, and adding the skeleton resource to the skeleton collection library of the game user;
[0048] The game system will monitor the position coordinates of the player character in real time, and determine whether the position coordinates are within the preset absorbable range of the skeleton resource, when the player character enters the absorbable range of the skeleton resource. In one embodiment, if the conditions are met, the resource absorption event can be automatically triggered when the conditions are met. In another embodiment, in order to increase the interactivity and autonomy of the players, players are also allowed to manually trigger resource absorption events through their terminal devices. For example, players can actively absorb skeleton resources through specific collection props or collection controls on the touch screen. This manual triggering mechanism provides players with more operational freedom and also increases the fun of the game.
[0049] In response to the triggering of the resource absorption event, the game system will play the corresponding animation effect to show the process of the player character collecting the skeleton resources. These animation effects not only enhance the player's visual experience, but also allow the player to clearly see the process of obtaining the skeleton resources through intuitive visual feedback. For example, the player character can extend a hand, or the player character's gourd prop can start to move, and in coordination, a ray of light is emitted to attract the residual statues of the skeleton resources, and emit light during the absorption process, and finally the skeleton resources are collected into the skeleton collection library. This dynamic visual effect can significantly enhance the player's instant satisfaction and immersion. The business data of the animation effect, such as special effects files or special effects business logic, can be pre-implemented and preloaded into the player terminal for real-time call to achieve playback.
[0050] In one embodiment, when the player character does not enter the absorbable range of the skeleton resource, the business data corresponding to the animation effect indicating that the skeleton resource is absorbed may not be loaded into the memory, such as the corresponding special effect file or special effect business logic, and when the player character enters the absorbable range, these business data are preloaded into the memory. In this way, when the user manually triggers the resource absorption event, the business data preloaded into the memory can be used to display the animation effect, which plays a role in playing the animation effect smoothly. When the player character crosses the absorbable range and leaves, the business data of the corresponding animation effect is cleared from the memory to avoid occupying system resources and ensure smooth operation of the game system.
[0051] While the animation is playing, the skeleton resources will be officially added to the player character's skeleton collection library. The skeleton collection library is used to store all the skeleton resources of the player character, allowing the player to view, manage and use these resources. Once the skeleton resources are added to the skeleton collection library, the player can equip the player character with these skeleton resources through the assembly table to enhance the character's combat ability or attribute bonus. For example, the player can use the assembly table to allocate skeleton resources to different equipment slots to optimize the character's combat power configuration.
[0052] To further optimize the user experience, this application also provides various implementation methods for resource absorption. For example, in some cases, the absorption of bone plastic resources can be immediate. Once the player character enters the absorbable range, the bone plastic resources will be immediately absorbed and added to the bone plastic collection library. In other cases, the absorption process may take some time, and the player character needs to stay in the absorbable range for a period of time to complete the absorption. This time delay mechanism can increase the strategic nature of the game, and players need to decide whether to wait for the absorption to complete based on their own needs and the game environment.
[0053] In some other embodiments, the game system can also adjust the animation effects and feedback information during the absorption process according to the quality and / or rarity index of the bone plastic resources. For example, high-quality bone plastic resources can have more magnificent visual effects during the absorption process compared to low-quality bone plastic resources, serving to simultaneously prompt the player of the special attributes and value of the bone plastic resources. This differential design not only increases the richness of the game but also encourages players to pursue higher-quality bone plastic resources.
[0054] Step S3400: Update the qualification level of the assembly table according to the resource value of the bone plastic resources, and trigger an update of the resource acquisition probability when the qualification level changes.
[0055] Updating the qualification level of the assembly table according to the resource value of the bone plastic resources and triggering an update of the resource acquisition probability when the qualification level changes not only directly and dynamically affects the probability of players obtaining bone plastic resources subsequently but also plays a key role in the overall balance of the game and the long-term experience of players.
[0056] Specifically, when the player character successfully absorbs the bone plastic resources, the game system will evaluate and update the qualification level of the assembly table according to the resource value of the bone plastic resources. The resource value can be determined by a single attribute of the bone plastic or jointly determined by multiple attributes of the bone plastic resources. In one embodiment, the resource value can be comprehensively determined by multiple factors including the quality, rarity index, and attribute bonuses provided by the bone plastic resources. For example, high-quality bone plastic resources (such as 5-star bone plastic) have higher resource value, while low-quality bone plastic resources (such as 2-star bone plastic) have lower resource value. When players obtain high-quality bone plastic resources, the qualification level of the assembly table has a greater chance of being significantly improved, thereby increasing the probability of obtaining high-quality bone plastic resources subsequently.
[0057] In one embodiment, the qualification level of the assembly station is quantitatively represented by an internal ability score. When the player character obtains a skeleton resource, the resource value of the skeleton resource will be added to the current ability score of the assembly station, so as to decide whether to update the qualification level based on the updated ability score. For example, if the player character obtains a skeleton resource with a resource value of 10, and the current ability score of the assembly station is 50, then the updated ability score will become 60. According to the preset qualification level division rules, when the ability score reaches a certain threshold, this threshold is used to divide the value of two adjacent qualification levels, and the qualification level of the assembly station will be upgraded to the next higher qualification level. For example, when the ability score is increased from 50 to 60, the qualification level of the assembly station is upgraded from level 1 to level 2.
[0058] The increase in qualification level will trigger an update to the probability of resource acquisition. Specifically, the game system will recalculate the probability of players obtaining skeleton resources based on the new qualification level. For example, when the qualification level of the assembly table is increased from level 1 to level 2, the probability of players obtaining high-quality skeleton resources can be increased from 10% to 20%. This dynamic adjustment mechanism ensures that after players obtain more high-quality skeleton resources, they can more easily obtain subsequent high-quality resources, thus forming a positive incentive mechanism.
[0059] In addition, in order to further optimize the user experience, the game system can also adjust the update range of resource acquisition probability according to the rarity index and quality of the skeleton resources. For example, when a player obtains a skeleton resource with extremely high quality or rarity index, the improvement of qualification level can bring a greater increase in resource acquisition probability. This differentiated design not only increases the richness of the game, but also encourages players to pursue skeleton resources with higher quality and rarity index.
[0060] In some embodiments, the game system can also fine-tune the resource acquisition probability according to the current equipment level and needs of the player character. For example, if the player character has been equipped with the same type of skeleton resources and has exceeded the preset threshold, the resource acquisition probability of this type of skeleton resources can be appropriately reduced to avoid resource waste. On the contrary, if the player character lacks a certain type of skeleton resources, the resource acquisition probability of this type of skeleton resources can be increased to meet the needs of the player character. To this end, in one embodiment, the resource acquisition probability updated according to the qualification level can be weighted by the number of the same type of skeleton resources that the game user has already acquired, and the weighted resource acquisition probability is then used to determine whether the defeated hostile target can be transformed into a skeleton resource.
[0061] Through the above process, it can be seen that in the process of the player character participating in the game, there is a continuous iterative mutual promotion effect between the qualification level of the assembly station and the probability of resource acquisition. Specifically, when the player character defeats the enemy target in the game scene and successfully obtains the skeleton resources, the skeleton resources are obtained according to the probability of resource acquisition, and the probability of resource acquisition is determined according to the qualification level of the assembly station. The qualification level of the assembly station will be updated according to the resource value of the skeleton resources. With the improvement of the qualification level of the assembly station, the probability of resource acquisition of the player character to obtain high-quality skeleton resources will also increase accordingly, and so on, and continuously promote the cycle. This dynamic adjustment mechanism enables players to more easily obtain subsequent high-quality resources after obtaining more resources, thereby forming a positive incentive cycle. This application achieves a dynamic balance between the difficulty of the game and the skill level of the player by dynamically adjusting the qualification level and resource acquisition probability of the assembly station, while optimizing the efficiency of resource allocation and the long-term experience of the player. This mechanism not only improves the playability and balance of the game, but also achieves significant technical advantages in terms of the operating efficiency and resource overhead of the player terminal hardware.
[0062] First, by dynamically adjusting the probability of resource acquisition, the present application can accurately allocate resources according to the progress and behavior of the player. This adaptive mechanism avoids the randomness and inefficiency of resource allocation in the traditional fixed probability mechanism, reduces the situation where players obtain useless resources, and thus saves the cost of players' game time. From the perspective of the hardware operating efficiency of the player's terminal, this precise resource allocation reduces unnecessary data processing and storage requirements and reduces the resource overhead of the terminal device. For example, the player terminal does not need to frequently process the generation, storage, and display of a large amount of useless resources, thereby improving the operating efficiency of the device.
[0063] Secondly, this application allows the convenience of players obtaining resources to be further optimized by reasonably setting the absorbable range. This design not only improves the player's gaming experience, but also reduces the occupation of the player's terminal hardware resources by the game system to a certain extent. For example, by limiting the size of the absorbable range, the burden on the player's terminal graphics processing unit (GPU) can be reduced, avoiding the frequent rendering and processing of skeleton resources in a large range. Animation effects. At the same time, it also reduces the use of player terminal memory, because only when the player character enters the absorbable range, it is necessary to consider the business logic after triggering the resource absorption event. When these parts of the business logic are not triggered, there is no need to rush to load its related business data into the memory, so a rationalized absorbable range also helps to improve the smoothness of the terminal's operation.
[0064] Furthermore, this application realizes adaptive adjustment of the game difficulty by dynamically adjusting the probability of resource acquisition and qualification level. This mechanism not only improves the playability of the game, but also reduces the frustration and boredom that players may encounter during the game. From the perspective of the hardware operating efficiency of the player's terminal, this adaptive adjustment mechanism reduces the resource consumption of the player's terminal when dealing with player emotional fluctuations. For example, when a player encounters a challenge with too high difficulty, the probability of resource acquisition is increased to help the player improve his ability faster, thereby reducing the situation where the device is idle or frequently restarted due to the player's inability to make progress for a long time.
[0065] In addition, this application improves the player's instant satisfaction and immersion by optimizing the animation effects and feedback information during the resource absorption process. This design not only enhances the player's gaming experience, but also reduces the resource overhead of the player's terminal to a certain extent. For example, by preloading animation effects and special effects files, the game system can quickly call pre-stored animation resources when the player triggers a resource absorption event, thereby reducing the burden of real-time rendering and processing. This preloading mechanism not only improves the operating efficiency of the player's terminal, but also reduces the hardware resource usage caused by the real-time generation of animation effects.
[0066] On the basis of any embodiment of the method of the present application, according to the resource acquisition probability which is positively correlated with the qualification level of the assembly station held by the controlling user to which the player character belongs, controlling whether the hostile target is transformed into a skeleton resource, the assembly station is used by the game user to equip the player character with the skeleton resource, including:
[0067] Step S3110: When the player character defeats the hostile target, a resource drop probability is randomly generated for the hostile target;
[0068] When the player character defeats an enemy target in the game scene, the game system can immediately trigger a random event generator to generate a resource drop probability for the enemy target. This probability can be expressed as a random value between 0 and 1, which is used to determine whether the enemy target can be transformed into a skeleton resource. The generation of resource drop probability is completely random, ensuring that the outcome of each battle is uncertain, thereby increasing the playability and challenge of the game.
[0069] When generating resource drop probabilities, a pseudo-random number generator (PRNG) can be used, which generates a series of seemingly random values based on an initial seed value. In this way, each time the player character defeats an enemy target, a unique resource drop probability is generated based on the current seed value.
[0070] Step S3120: determining a matching resource acquisition probability from a plurality of resource acquisition probabilities of the game user according to the rarity index of the hostile target as a target reference probability;
[0071] In this embodiment, the game system maintains a set of resource acquisition probabilities for each game user, and these resource acquisition probabilities are positively correlated with the qualification level of the assembly station. For example, the resource acquisition probability includes a basic probability and an enhanced probability. The basic probability is the basic probability of the player character obtaining skeleton resources under normal circumstances, while the enhanced probability is a higher probability applicable under specific conditions (such as when the player character defeats a specific high rarity index hostile target). The setting of these two probabilities enables the game system to dynamically adjust the player's chance of obtaining skeleton resources according to the rarity of the hostile target.
[0072] When the player character defeats an enemy target, the game system will select an applicable resource acquisition probability based on the enemy target's rarity index. The rarity index is an attribute of the enemy target that quantifies the rarity of the enemy target, and is usually related to factors such as the difficulty of the enemy target and the value of the dropped resources. The game system will select a matching target reference probability from the player's resource acquisition probability based on the enemy target's rarity index. For example, for ordinary enemy targets with a rarity index below a preset threshold, the game system will select the basic probability as the target reference probability; and for high-rarity enemy targets with a rarity index above a preset threshold, the game system will select the enhanced probability as the target reference probability.
[0073] The game system can divide the hostile targets into different levels according to the rarity index of the hostile targets, and the basic probability and the reinforcement probability correspond to the level respectively. In this application, when the basic probability and the reinforcement probability of the game user are determined according to the qualification level of the assembly station, the corresponding basic probability and the reinforcement probability are determined in the corresponding resource acquisition probability interval, wherein the interval corresponding to the reinforcement probability is greater than the interval corresponding to the basic probability. Thus, ordinary hostile targets can correspond to a lower basic probability, while rare hostile targets can correspond to a higher reinforcement probability. In this way, the game system can dynamically adjust the resource acquisition probability according to the rarity of the hostile target, thereby achieving fine control of the game difficulty and resource allocation.
[0074] In one embodiment, whether rare hostile targets continue to correspond to enhanced probabilities can be determined based on whether the number of enhanced probabilities applied by the game user when encountering rare hostile targets within a preset period has been exhausted. For example, it is set that when the number of times is exhausted, even if a rare hostile target is encountered, only the basic probability is applied.
[0075] The basic probability or enhanced probability applicable to the hostile target currently encountered by the player character is determined according to the above method. As the target reference probability, it can be used to decide whether the currently encountered hostile target can be transformed into a skeleton resource.
[0076] Step S3130: compare the resource drop probability with the target reference probability. When the resource drop probability does not exceed the target reference probability, trigger an avatar event corresponding to the skeleton resource of the hostile target avatar.
[0077] When comparing the resource drop probability with the target reference probability, if the resource drop probability does not exceed the target reference probability, that is, the resource drop probability is less than or equal to the target reference probability, then the incarnation event corresponding to the skeleton resource is triggered. The triggering of this event means that the hostile target is successfully transformed into a skeleton resource, and the player character has the opportunity to obtain this skeleton resource to improve its combat ability. Conversely, if the resource drop probability exceeds the target reference probability, the hostile target will not be transformed into a skeleton resource, and the player character cannot obtain the skeleton resource from the hostile target.
[0078] For example, suppose the player character defeats a hostile target with a higher rarity, and the game system selects the reinforcement probability as the target reference probability based on the rarity index of the hostile target. If the randomly generated resource drop probability is 0.15, and the target reference probability is 0.20, the hostile target will successfully transform into a skeleton resource because the resource drop probability does not exceed the target reference probability. On the contrary, if the resource drop probability is 0.25, which exceeds the target reference probability, the hostile target will not transform into a skeleton resource.
[0079] The above probability-based comparison mechanism not only ensures the randomness of resource acquisition, but also matches the game difficulty with the progress of the player's character by dynamically adjusting the target reference probability. For example, as the player's character obtains more high-quality skeleton resources and the qualification level of the assembly table increases, the target reference probability will also increase accordingly, thereby increasing the player's chance of obtaining high-quality skeleton resources. This positive incentive mechanism encourages players to actively participate in the game and improve their own abilities, while also maintaining the challenge and playability of the game.
[0080] This mechanism also allows game developers to fine-tune the game's difficulty curve and resource allocation strategy by adjusting the calculation method and threshold of the target reference probability. For example, developers can adjust the specific values of the basic probability and enhancement probability according to the different stages of the game and the average progress of the players to ensure the balance of the game.
[0081] It can be seen that by comparing the resource drop probability with the target reference probability, it is dynamically determined whether the hostile target will be transformed into a skeleton resource. This not only ensures the fairness and dynamism of resource acquisition, but also through the association with the assembly station qualification level, it achieves adaptive adjustment of game difficulty and player progress, thereby improving the overall experience and playability of the game.
[0082] On the basis of any embodiment of the method of the present application, determining a matching resource acquisition probability from a plurality of resource acquisition probabilities of the game user as a target reference probability according to the rarity index of the hostile target includes:
[0083] Step S3121, obtaining multiple resource acquisition probabilities of the game user, including a basic probability and an enhanced probability, wherein the lower limit of a set interval corresponding to the enhanced probability is not lower than the upper limit of the set interval corresponding to the basic probability;
[0084] In this embodiment, the game system maintains a set of resource acquisition probabilities for each game user, and these probabilities are positively correlated with the qualification level of the assembly station. The basic probability is the basic probability of the player character obtaining the skeleton resources under normal circumstances, while the enhanced probability is a higher probability applicable under specific conditions (such as when the player character defeats a specific high rarity index hostile target). The setting of these two probabilities enables the game system to dynamically adjust the player's chance of obtaining the skeleton resources according to the rarity of the hostile target.
[0085] The game system first obtains multiple resource acquisition probabilities of the game user, including basic probability and enhanced probability. The basic probability and enhanced probability correspond to different setting intervals, where the lower limit of the setting interval corresponding to the enhanced probability is not lower than the upper limit of the setting interval corresponding to the basic probability. This design ensures that the enhanced probability is always higher than or equal to the basic probability, thereby providing players with the opportunity to obtain higher quality skeleton resources under certain conditions.
[0086] For example, suppose the basic probability is set to [0.05, 0.15], and the enhanced probability is set to [0.15, 0.80]. This means that when the player character defeats a common enemy target, the probability of obtaining a skeleton resource ranges from 5% to 15%; and when the player character defeats a high-rarity enemy target, the probability of obtaining a skeleton resource ranges from 15% to 80%. This design not only increases the strategy of the game, but also encourages players to challenge stronger enemies to obtain higher-quality skeleton resources.
[0087] Step S3122: when the rarity index of the defeated enemy target reaches a preset threshold, determining whether the rated number of enhancements of the game user in the current cycle has been exhausted; when the rated number of enhancements has been exhausted or the rarity index of the defeated enemy target has not reached the preset threshold, determining the basic probability as the target reference probability;
[0088] When the player character defeats an enemy target, it first checks whether the rarity index of the enemy target reaches the preset threshold. The preset threshold is a value used to distinguish between ordinary enemy targets and high-rarity enemy targets. The game system decides whether to enable the enhancement probability based on this threshold.
[0089] If the rarity index of the enemy target reaches or exceeds the preset threshold, the game system will further check whether the rated number of enhancements for the game user in the current cycle has been exhausted. The rated number of enhancements is a restriction to prevent players from excessively obtaining high-quality resources in a short period of time, thereby maintaining the balance of the game. The current cycle can be a fixed time period, such as a day or a week, or a time period when the player reaches a certain game stage.
[0090] If the rated number of enhancements has been exhausted, or the rarity index of the enemy target has not reached the preset threshold, the game system will select the basic probability as the target reference probability. The basic probability is the probability of the player character obtaining skeleton resources under normal circumstances. It is positively correlated with the qualification level of the assembly table and reflects the current equipment level and game progress of the player character. The setting range of the basic probability is usually low, such as [0.05, 0.15], which means that under normal circumstances, the probability of the player obtaining skeleton resources is relatively low.
[0091] Step S3123: When the rated number of reinforcement times has not been exhausted, determine the reinforcement probability as the target reference probability.
[0092] When the rarity index of the enemy target defeated by the player character reaches the preset threshold, and the rated number of enhancements of the game user in the current cycle has not been exhausted, the game system will select the enhancement probability as the target reference probability to ensure that the player has the opportunity to obtain higher quality skeleton resources under certain conditions, while maintaining the balance of the game by limiting the number of enhancements. Specifically, if the rated number of enhancements has not been exhausted, the game system will select the enhancement probability as the target reference probability, thereby providing players with a higher opportunity to obtain resources.
[0093] By limiting the number of enhancements, the game system can effectively control the frequency of high-quality resource issuance. For example, the game can set each player to have 15 enhancement opportunities per week. When these opportunities are exhausted, even if the player continues to defeat high-rarity hostile targets, he can only obtain skeleton resources according to the basic probability. This mechanism not only increases the strategy of the game, but also prevents players from obtaining high-quality resources without limit by repeatedly defeating rare hostile targets, thereby avoiding excessive inflation and resource depreciation in the game.
[0094] Through the above embodiments, the present application introduces a dynamic adjustment mechanism for the concrete basic probability and the reinforcement probability, which significantly improves the balance and playability of the game. Compared with the traditional mechanism and other embodiments of the present application, the present embodiment dynamically selects the basic probability or the reinforcement probability according to the rarity index of the hostile target, providing players with a richer game experience. This mechanism not only encourages players to challenge more difficult hostile targets to obtain higher quality skeleton resources, but also effectively prevents players from excessively obtaining high-quality resources in a short period of time by limiting the number of reinforcements, thereby avoiding inflation and resource depreciation of the game. In addition, by setting the lower limit of the reinforcement probability not lower than the upper limit of the basic probability, the present application ensures that the reinforcement probability is always higher than the basic probability, further enhancing the strategy of the game. This dynamic adjustment mechanism not only enhances the long-term attractiveness of the game, but also optimizes the overall balance of the game by reasonably controlling the frequency of resource allocation, so that players can get a fair and challenging game experience at different game stages.
[0095] On the basis of any embodiment of the method of the present application, the qualification level of the assembly station is updated according to the resource value of the skeleton resource, and when the qualification level changes, the update of the resource acquisition probability is triggered, including:
[0096] Step S3410: When the skeleton resource is the first resource of the same type in the skeleton collection library, the current capability score of the assembly station is added to the resource value of the skeleton resource as the latest capability score;
[0097] When the player character successfully obtains a new skeleton resource and stores it in the skeleton collection library, the game system can check whether the skeleton resource is the first resource of its kind in the skeleton collection library. If so, the current ability score of the assembly table is added to the resource value of the newly obtained skeleton resource to obtain an updated value. This updated ability score is the basis for evaluating whether the qualification level of the assembly table needs to be improved, which comprehensively measures the breadth of the skeleton resources that can be assembled on the assembly table.
[0098] The resource value of a skeleton resource is used to measure the importance and utility of the skeleton resource in the game. The resource value can be determined by a single attribute of the skeleton resource, such as the value of the rarity index, or by a combination of multiple attributes of the skeleton resource, such as quality, rarity index, attribute bonuses provided, and other factors. For example, high-quality skeleton resources (such as 5-star skeletons) usually have higher resource values, while low-quality skeleton resources (such as 2-star skeletons) have lower resource values.
[0099] During the accumulation process, the game system will add the resource value of the skeleton resource directly to the current ability score of the assembly table. The current ability score of the assembly table is a cumulative value that reflects the generalization level of all the skeleton resources currently equipped by the player character. In this way, the game system can dynamically evaluate the equipment level and game progress of the player character.
[0100] Step S3420, determining whether the latest capability score hits the capability interval corresponding to a higher qualification level, and if not, not triggering the update of the resource acquisition probability, and maintaining the assembly station at the original qualification level;
[0101] The game system further determines whether this latest ability score hits the ability interval corresponding to a higher qualification level. Specifically, the game system sets an ability interval for each qualification level, which is used to measure whether the current ability score of the assembly station has reached the standard for upgrading the qualification level. For example, suppose the ability interval of qualification level 1 is [0,100], the ability interval of qualification level 2 is (100,200], the ability interval of qualification level 3 is (200,300], and so on. When the player character obtains a new skeleton resource, the current ability score of the assembly station is added to the resource value of the skeleton resource to obtain the latest ability score. If this latest ability score reaches the upper limit of the ability interval corresponding to the current qualification level, but does not enter the ability interval corresponding to the next qualification level, the qualification level will not be triggered.
[0102] If the latest ability score does not hit the ability interval corresponding to a higher qualification level, that is, the latest ability score is still within the ability interval corresponding to the current qualification level, the game system will not trigger the update of the resource acquisition probability and maintain the assembly station at the original qualification level. For example, if the player character's current assembly station qualification level is 1, its current ability score is 80, and the player character obtains a skeleton resource with a resource value of 10. Add the resource value of this skeleton resource to the current ability score of the assembly station, and the latest ability score is 90. Since the latest ability score of 90 is still within the ability interval [0,100] of qualification level 1, the game system will not trigger the qualification level upgrade, and the assembly station will remain at qualification level 1.
[0103] Step S3430: When a hit occurs, trigger the updating of the resource acquisition probability, including: raising the qualification level of the assembly station to the higher qualification level; and adjusting each resource acquisition probability corresponding to the higher qualification level.
[0104] If the latest ability score reaches the ability interval corresponding to a higher qualification level, the game system will upgrade the qualification level of the assembly station to the higher qualification level. For example, suppose the player character's current assembly station qualification level is 1, and its current ability score is 80. The player character obtains a skeleton resource with a resource value of 30, and adds the resource value of this skeleton resource to the current ability score of the assembly station, resulting in a latest ability score of 110. If the ability interval of qualification level 2 is (100, 200], then the latest ability score of 110 falls within this interval, and the game system will trigger the qualification level upgrade, raising the qualification level of the assembly station to 2.
[0105] The improvement of qualification level is not only a recognition of the equipment level of the player character, but also directly affects the adjustment of the probability of resource acquisition. When the qualification level of the assembly station is improved, the game system will recalculate the probability of resource acquisition according to the new qualification level. Specifically, the game system will adjust each resource acquisition probability, such as the basic probability and enhancement probability in this application, according to the preset rules to ensure that the player character has a higher chance of obtaining high-quality skeleton resources at the new qualification level. For the adjustment of each resource acquisition probability, it can be adjusted according to the preset strategy within the corresponding set interval. For example, the preset strategy can be configured so that for each qualification level of the assembly station, the probability of resource acquisition is increased by 0.05 on the basis of the original value. This adjustment mechanism not only encourages players to improve the qualification level of the assembly station, but also maintains the challenge and playability of the game by dynamically adjusting the probability of resource acquisition.
[0106] The dynamic qualification level adjustment mechanism introduced in the above embodiments and its corresponding update of resource acquisition probability bring significant technical advantages to the gaming system compared to other embodiments.
[0107] First, by directly linking the resource value of the skeleton resources with the qualification level of the assembly station, and deciding whether to upgrade the qualification level based on whether the latest ability score hits the ability interval corresponding to the higher qualification level, this mechanism achieves an accurate assessment of the player's character equipment level and game progress. This not only ensures that players can get reasonable returns after obtaining new resources, but also provides players with a clear growth path and goal through the improvement of qualification levels, enhancing the long-term appeal of the game and the participation of players.
[0108] Secondly, the dynamic adjustment of resource acquisition probability after the qualification level is upgraded further optimizes the balance of the game. This adjustment mechanism enables players to obtain subsequent resources more efficiently after obtaining high-quality skeleton resources, thus forming a positive incentive cycle. At the same time, by making specific adjustments to resource acquisition probabilities such as basic probability and enhancement probability when the qualification level is upgraded, the game system can flexibly adjust the frequency and quality of resource distribution according to the actual progress and equipment level of the player, ensuring that the game difficulty matches the player's ability, and avoiding poor gaming experience caused by resource acquisition being too easy or too difficult.
[0109] In addition, this dynamic adjustment mechanism also provides game developers with powerful tools for finely controlling the game's difficulty curve and resource allocation strategy. Developers can flexibly set the conditions for upgrading the qualification level and the adjustment range of the resource acquisition probability according to the different stages of the game and the average progress of the players, thereby achieving precise control of the overall rhythm of the game and the player experience. This flexibility not only helps maintain the long-term appeal of the game, but also adapts to the needs of different player groups and improves the market competitiveness of the game.
[0110] Based on any embodiment of the method of the present application, when the hostile target is transformed into the skeleton resource, before setting the absorbable range corresponding to the skeleton resource, the method includes:
[0111] Step S2100, in response to the incarnation event corresponding to the skeleton resource of the hostile target incarnating, positioning the animation model of the hostile target in the defeated area of the hostile target, and adjusting the animation model to a fixed posture;
[0112] When the player character defeats the enemy and triggers the avatar event, the game system will immediately respond to this event by first locating the enemy's animation model in the area where the enemy was defeated. By capturing and recording the position coordinates of the enemy, it can be ensured that the generated location of the skeleton resource is consistent with the original location of the enemy. For example, if the enemy is defeated at a specific coordinate (x, y, z) on the game map, the animation model of the skeleton resource will also be located at that coordinate position or a position within a preset range around it.
[0113] In order to show the residual statue effect of the hostile target, the next step is to adjust the hostile target's animation model to a fixed posture so that its posture no longer changes. The fixed posture adjustment allows players to see the skeleton resource generation process more clearly and provides a stable visual basis for subsequent visual effect rendering. The fixed posture can be a preset model state, such as the enemy target's death posture or a posture that stops moving relative to the game map. This posture adjustment not only enhances the coherence of the visual effect, but also provides players with an intuitive feedback that the hostile target has been successfully transformed into a skeleton resource.
[0114] In actual implementation, this process can be accomplished through the animation system and physics engine of the game engine. The game engine quickly adjusts the animation model of the enemy target to a preset fixed posture based on the model data and current state of the animation model. For example, if the enemy target is a creature with complex animations, the game system can quickly move its animation timeline to a specific still frame, or fix its model at a specific position on the game map and maintain a specific posture through the physics engine.
[0115] This positioning and posture adjustment mechanism also provides a basis for the subsequent determination of the quality of the skeleton resources and the acquisition of display parameters. By ensuring that the animation model of the skeleton resources is in a stable and visible state, the game system can more accurately determine the quality of the skeleton resources based on the rarity index of the enemy target and the qualification level of the assembly station, and obtain the corresponding display parameters.
[0116] Step S2200, determining the quality of the skeleton resource according to the rarity index of the hostile target and the qualification level of the assembly station, and obtaining display parameters corresponding to the quality;
[0117] When a hostile target is transformed into a skeleton resource, the game system will determine the quality of the skeleton resource based on the rarity index of the hostile target and the qualification level of the assembly station. The rarity index is an attribute of the hostile target that quantifies the rarity of the hostile target, which is usually related to factors such as the difficulty of the hostile target and the value of the dropped resources. The qualification level of the assembly station reflects the current equipment level of the player character and the progress of the game. By combining these two factors, the game system can determine the quality of the skeleton resource and ensure that the resources obtained by the player are suitable for their abilities and the stage of the game.
[0118] For example, if the enemy target's rarity index is high, it means that the enemy target is a difficult enemy, and when it is transformed into a skeleton resource, it may generate high-quality skeleton resources. At the same time, if the player character's assembly bench qualification level is high, it means that the player has made some progress in the game, and the game system may further improve the quality of the skeleton resources to match the player's equipment level. On the contrary, if the enemy target's rarity index is low, or the player character's assembly bench qualification level is low, the quality of the generated skeleton resources may be reduced accordingly.
[0119] After determining the quality of the skeleton resource, the game system will obtain the display parameters corresponding to the quality. The display parameters include visual elements such as the appearance, special effects, transparency, and animation effects of the skeleton resource, which are used to intuitively display the quality and characteristics of the skeleton resource in the game scene. For example, high-quality skeleton resources may have more gorgeous visual effects, such as glowing, flickering, or special textures, while low-quality skeleton resources may have a more ordinary appearance. In one embodiment, the display parameters may only include the colors required to express its appearance, and different qualities of skeleton resources correspond to different target colors, and different qualities of skeleton resources are expressed by color differences.
[0120] Step S2300: re-render the animation model according to the display parameters, so that the animation model appears as a residual statue of the enemy target as the skeleton resource.
[0121] After determining the display parameters, the game system re-renders the animation model of the hostile target according to these display parameters. This process can be completed by the rendering system of the game engine. The game engine adjusts the color, texture, transparency, lighting effects and other properties of the animation model according to the specific content of the display parameters, so that the animation model of the hostile target appears as a residual statue of the hostile target. For example, if the display parameters indicate that the skeleton resource should have a luminous effect, the game engine will add a luminous material to the animation model and adjust its lighting parameters to achieve this effect. If the display parameters indicate that the skeleton resource should have a special texture, the game engine will apply the corresponding texture map to the animation model.
[0122] In one embodiment, the display parameters may include a transparency corresponding to the quality, and the game system adjusts the transparency of the animation model according to the quality of the skeleton resource. For example, a high-quality skeleton resource may have a lower transparency to make it more prominent in the game scene; while a low-quality skeleton resource may have a higher transparency to reduce its visual interference with the game scene. This transparency adjustment can be achieved through the material system and rendering pipeline of the game engine.
[0123] In another embodiment, the display parameters may only include the colors required to express its appearance. Different qualities of skeleton resources correspond to different target colors, and the different qualities of skeleton resources are expressed by color differences. For example, high-quality skeleton resources can be presented as gold or silver, while low-quality skeleton resources can be presented as gray or brown. The game system will adjust the material color of the animation model according to these target colors to achieve the visual effect of the skeleton resources.
[0124] This application significantly improves the visual effects and player experience of the game by dynamically adjusting the visual performance and quality of the skeleton resources compared to traditional technologies. In traditional technologies, the resource generation after the enemy target is defeated is often decoupled, lacking the association with the enemy target characteristics and the player progress, resulting in a lack of dynamics and personalization in the resource acquisition process. However, this application determines the quality of the skeleton resources by combining the rarity index of the enemy target and the qualification level of the assembly station, based on the animation model of the enemy target itself, and combines the display parameters corresponding to the quality of the enemy target to express the skeleton effect, thereby achieving the dynamics and personalization of resource generation. This mechanism not only enhances the visual effects of the game, making the appearance of the skeleton resources closely related to the rarity of the enemy target and the progress of the player, but also provides players with intuitive and personalized feedback through the dynamic adjustment of visual elements such as transparency, color and special effects. For example, high-quality skeleton resources can be highlighted by luminous effects and low transparency, while low-quality skeleton resources reduce visual interference through ordinary appearance and high transparency, thereby optimizing the player's visual experience. In addition, this dynamic generation mechanism also enhances the immersion and interactivity of the game, allowing players to feel a close connection with the game environment and their own progress when acquiring resources, further enhancing the appeal and playability of the game.
[0125] Based on any embodiment of the method of the present application, the method of the present application further includes:
[0126] Step S4100, in response to a resource assembly event acting on the assembly table, displaying multiple resource slots of the assembly table in association with the player character specified by the event, and displaying a list of unoccupied and unlocked skeleton resources in the skeleton collection library;
[0127] The graphical user interface of the game system provides an entrance to the assembly table, and players can access the assembly table through the entrance when entering the game scene. The assembly table is an interface platform for player characters to equip skeleton resources, which allows game users to manage and configure the skeleton resources of their player characters. In the assembly table, the player characters of the game users are provided as entrances. When the game user touches any player character, the resource assembly event corresponding to the player character is triggered. The game system responds to the event and displays multiple resource slots of the assembly table in association with the player character specified by the event. The resource slot is a specific area on the assembly table for placing skeleton resources, and each slot can accommodate one skeleton resource.
[0128] In other embodiments, the game user can trigger a resource assembly event by clicking or selecting a button or menu item on the assembly table. For example, the player can select the "Assemble" option in the main menu of the game to enter the assembly table interface. The assembly table interface usually displays the current equipment status of the player character and the available resource slots. In some embodiments, each resource slot may have specific attribute requirements, for example, some slots may only be able to load specific types of skeleton resources.
[0129] When responding to resource assembly events, the game system dynamically displays available resource slots based on the current state of the player character and the configuration of the assembly table. For example, if the player character has already equipped some skeleton resources, the assembly table interface will display the slots of these equipped resources, as well as the remaining free slots. In addition, the game system also queries the skeleton resources that are not occupied and locked from the skeleton collection library, and displays them in a list in the interface of the assembly table for game users to specify the skeleton resources. For example, players can trigger the corresponding resource loading event by dragging and dropping or selecting a menu item, and the skeleton resources are moved from the skeleton collection library to the resource slots of the assembly table by responding to the event.
[0130] In some embodiments, the resource slots of the assembly station can have different functions and restrictions. For example, some slots can be designated for loading primary sculpting resources, which activate specific sculpting skills; while other slots can be designated for loading consonant sculpting resources, which provide additional attribute bonuses. The game system can dynamically adjust the display and function of the slots based on the type of slot and the needs of the player character.
[0131] Step S4200: respond to a resource loading event acting on any displayed audio resource, and load the target audio resource specified by the event into the target resource slot specified by the event;
[0132] The game user can specify a skeleton resource and move it to an empty resource slot by operating on the assembly table, such as dragging and dropping or clicking to select. The game system will detect this operation and respond to the resource loading event. In response to the resource loading event, the game system will perform the following operations: First, confirm whether the skeleton resource selected by the player meets the requirements of the target resource slot. For example, some slots may only be able to load specific types of skeleton resources, such as tonic skeletons or consonant skeletons. If the skeleton resource does not meet the requirements of the slot, the game system will prompt the player and prevent the loading operation. Then, if the skeleton resource meets the slot requirements, the game system will move the skeleton resource from the skeleton collection library to the specified resource slot. This process can be completed by updating the internal data structure of the game, for example, recording the identifier of the skeleton resource that has been occupied by the player character in the skeleton collection library and adding it to the data structure of the resource slot. Further, the game system will update the display on the assembly table interface to reflect the loading status of the skeleton resource. For example, after loading, the resource slot will display the icon or model of the skeleton resource, and the list of skeleton resources in the skeleton collection library will be updated accordingly to remove the loaded skeleton resources.
[0133] In some embodiments, the game system may also provide additional feedback information, such as sound effects or animation effects, to enhance the player's interactive experience. For example, when a skeleton resource is successfully loaded into a resource slot, the game may play a confirmation sound effect and display a brief animation, such as the skeleton resource icon flashing or glowing.
[0134] Step S4300, responding to the assembly submission event acting on the assembly table, integrating and setting the combat power configuration information of the player character according to the equipment information of the skeleton resources assembled in each resource slot.
[0135] When the player has finished loading the skeleton resources, the submission control provided in the assembly station can be used to trigger the assembly submission event. In response to the assembly submission event, the game system will read the equipment information of the skeleton resources installed in each resource slot, including the quality, type, attribute bonus, and whether specific skills are activated. Based on this information, the game system will perform a series of calculations and adjustments to integrate and set the combat power configuration information of the player character.
[0136] Specifically, the game system will adjust the basic attributes of the player character according to the attribute bonus of the equipped skeleton resources. For example, if the equipped skeleton resources provide additional health, attack power or defense power bonus, the game system will add these bonuses to the basic attributes of the player character. In addition, if certain skeleton resources activate specific skeleton skills, the game system will add these skills to the player character's skill list and update the skill's cooldown time, effect range and other parameters.
[0137] In some embodiments, the game system will also provide additional synergy effects based on the type and combination of the skeleton resources. For example, if the player character is equipped with both the main skeleton resources and the consonant skeleton resources, the game system will provide additional attribute bonuses or special effects based on the combination of these two resources. This synergy effect not only increases the strategy of the game, but also encourages players to try different combinations of skeleton resources to optimize the character's combat power configuration.
[0138] During the fusion process, the game system will update the player character's combat power configuration information, including the character's total combat power value, attribute distribution, and skill list. This information will be reflected in the game interface in real time, allowing players to clearly understand the character's current combat status. For example, the character's total combat power value is displayed in the character status bar as a numerical value, while the attribute distribution and skill list are displayed in detail in the character's detailed information panel.
[0139] The above embodiments of the present application significantly improve the flexibility of the combat power configuration of the player character and the strategy of the game by introducing multiple resource slots and realizing the fusion mechanism of the skeleton resources. By setting multiple resource slots for the assembly station, players can freely choose and combine different skeleton resources according to their own needs and combat strategies. This mechanism not only allows players to perform personalized configuration according to the type, quality and attribute addition of the skeleton resources, but also integrates the attribute addition and skill effects of multiple skeleton resources into the combat power configuration of the player character through the fusion setting process, thereby achieving a significant improvement in combat power. In addition, the diversified functions and restrictions of the resource slots, such as the different functions of the main skeleton slot and the consonant skeleton slot, further enrich the strategic choices of the player and increase the depth of the game. By dynamically adjusting the display and function of the slots, the game system can provide the most optimized equipment solution according to the current state and needs of the player character. This fusion mechanism not only improves the combat capability of the player character, but also enhances the interactive experience of the player and the sense of control over the character status by updating the combat power configuration information in real time.
[0140] Based on any embodiment of the method of the present application, in response to a resource loading event acting on any displayed audio resource, before loading the target audio resource specified by the event into the target resource slot specified by the event, the method includes:
[0141] Step S4210, obtaining the upper limit of the rarity index of the assembly station according to the qualification level of the assembly station;
[0142] The qualification level of the assembly station is an important indicator to measure the current equipment level and game progress of the player character. The higher the qualification level, the higher the upper limit of the rarity of the skeleton resources that the player character can load. The game system dynamically determines the maximum rarity of the skeleton resources that the player can currently load through the mapping relationship between the qualification level and the upper limit of the rarity index. This mapping relationship can be achieved through a preset configuration table or algorithm to ensure that the relationship between the qualification level and the upper limit of the rarity index is clear and scalable.
[0143] For example, if the qualification level of the assembly station is 1, the upper limit of the rarity index may be set to 5; when the qualification level is raised to 2, the upper limit of the rarity index may be raised to 8. This dynamic adjustment mechanism allows the game system to gradually open up the function of loading higher rarity skeleton resources according to the progress of the player, thereby maintaining the balance and challenge of the game.
[0144] The game system can query the corresponding upper limit of the rarity index from the preset configuration table according to the qualification level of the assembly station. The configuration table can be stored in the local storage of the game server or the player terminal, and contains the mapping relationship between the qualification level and the upper limit of the rarity index. The game system quickly locates the corresponding upper limit of the rarity index by reading the qualification level of the current assembly station.
[0145] Step S4220, calculating the index margin of the sum of the rarity indexes of the skeleton resources loaded in the plurality of resource slots relative to the rarity index upper limit;
[0146] After obtaining the upper limit of the rarity index, the game system traverses each resource slot on the assembly table, reads the rarity index of the loaded skeleton resources, and calculates the sum of these rarity indexes. The sum of the rarity indexes reflects the overall rarity of the currently loaded skeleton resources. By comparing the sum of the rarity indexes with the upper limit of the rarity index, the maximum rarity margin of the currently loaded skeleton resources, i.e. the index margin, can be calculated. The index margin is used to limit the player's selection range when loading skeleton resources in the future to ensure that it does not exceed the range allowed by the qualification level.
[0147] For example, suppose the qualification level of the assembly station is 2, and the corresponding rarity index upper limit is 8. There are already two skeleton resources on the assembly station with rarity indexes 1 and 2 respectively, so the total rarity index is 3. At this time, the difference between the rarity index upper limit and the total rarity index is the index margin, which is 5. This means that when the player loads skeleton resources later, the rarity index of the selected skeleton resources cannot exceed 5.
[0148] Step S4230, selecting from the skeleton collection library skeleton resources whose rarity index does not exceed the index margin, and displaying them on a graphical user interface;
[0149] The game system has calculated the maximum rarity margin of the currently loadable skeleton resources, i.e. the index margin. Next, you can filter out all the skeleton resources whose rarity index does not exceed the index margin from the skeleton collection library. The skeleton collection library stores all the player's skeleton resources and marks their occupied and locked states. In addition, it also records their rarity index, quality, attribute bonus and other information.
[0150] During the screening process, the game system will traverse each skeleton resource in the skeleton collection library and check whether its rarity index is less than or equal to the index margin. If the condition is met, the skeleton resource will be selected and displayed on the graphical user interface. The graphical user interface will display these skeleton resources that meet the conditions in the form of a list or grid, and the player can select one of the skeleton resources to load by clicking or dragging and dropping.
[0151] For example, suppose the current index balance is 5. There are multiple skeleton resources in the skeleton collection library, and their rarity indexes are 1, 3, 4, 6, and 7. The game system will filter out the skeleton resources with rarity indexes of 1, 3, and 4 and display them on the graphical user interface. The skeleton resources with rarity indexes of 6 and 7 will not be displayed because they exceed the index balance.
[0152] This screening mechanism not only ensures that the player's selection range complies with the rules of the game, but also provides players with clear selection guidelines through the intuitive display of the graphical user interface. Players can choose the most suitable resources from the displayed skeleton resources for loading according to their own needs and strategies.
[0153] Step S4240, in response to the game user's touch operation on the target modeling resource in the graphical user interface, trigger a corresponding resource loading event.
[0154] For the list of skeleton resources whose rarity index does not exceed the index balance displayed on the graphical user interface, the game user can select one of the skeleton resources as the target skeleton resource through touch operations (such as clicking, dragging and dropping, etc.) and place it in the desired resource slot. Based on this, the system will trigger a resource loading event to load the skeleton resource selected by the player into the specified resource slot.
[0155] In some embodiments, in order to ensure the accuracy and reliability of the operation, the game system will perform a series of verifications during the loading process. First, the system will confirm whether the target resource meets the requirements of the resource slot, such as whether the rarity index is within the allowable range, and whether it matches the type of slot (such as tonic or consonant). If the target resource meets all conditions, the system will update the internal data structure, change the state of the resource from "unoccupied" to "occupied", and update the data record of the resource slot.
[0156] Through the above embodiments, the present application provides game users with an intuitive, flexible and game-compliant skeleton resource assembly mechanism, which significantly improves the interactive experience. This intuitive operation method not only reduces the difficulty of assembling skeleton resources in the game, but also improves the assembly efficiency. In addition, the verification operation performed during the loading process further ensures the accuracy and reliability of the operation, and avoids the waste of resources or obstruction of game progress caused by players' misoperation. Through this mechanism, players can freely select and combine skeleton resources according to their own needs and strategies, thereby optimizing the combat power configuration of the characters and enhancing the strategy and playability of the game.
[0157] On the basis of any embodiment of the method of the present application, according to the equipment information of the skeleton resources equipped in each resource slot, the combat power configuration information of the player character is integrated and set, including any one or more of the following:
[0158] Step S4310, according to the same combat attribute data of the skeleton resources in each resource slot, the corresponding combat attribute data in the combat power configuration information of the player character is enhanced;
[0159] Each skeleton resource has specific combat attribute data, including but not limited to health, attack power, defense power, critical hit rate, etc. When a player equips multiple skeleton resources in a resource slot, the game system will read the combat attribute data of these skeleton resources and merge the attribute data of the same type. For example, if a player equips multiple skeleton resources in multiple resource slots, and these skeleton resources provide additional health bonuses, the game system will accumulate these health bonuses to improve the health data in the player character's combat power configuration information.
[0160] In actual implementation, the game system will manage and calculate these combat attribute data through internal data structures. For example, if the player equips three skeleton resources in the resource slot, which provide 100, 150 and 200 health bonuses respectively, the game system will accumulate these bonuses and finally provide 450 health bonuses for the player character. This accumulation mechanism not only improves the survivability of the player character, but also enhances the strategy and playability of the game by dynamically adjusting the combat attribute data.
[0161] In addition, the game system can also perform weighted calculations on combat attribute data based on the quality and rarity of the skeleton resources. For example, high-quality skeleton resources may provide a higher attribute bonus weight, thus occupying a larger proportion in the fusion calculation. This weighted mechanism further enriches the player's strategic choices and encourages players to pursue high-quality skeleton resources.
[0162] Accordingly, the game system can dynamically adjust the combat power configuration information of the player character based on the combat attribute data of the skeleton shaping resources equipped by the player. This mechanism not only enhances the combat ability of the player character but also, through intuitive attribute bonuses, enhances the player's interaction experience and sense of control over the character's state.
[0163] Step S4320: When different types of skeleton shaping resources in each resource slot reach the corresponding quantity, increase the corresponding combat attribute data in the combat power configuration information according to each combat attribute data in the set configuration information corresponding to the quantity.
[0164] The game system can check the types and quantities of the skeleton shaping resources loaded in each resource slot. When different combinations of specific types of skeleton shaping resources reach a preset quantity, the set effect can be triggered. The set effect is realized according to the preset set configuration information, which defines what additional combat attribute bonuses the player character will obtain when a combination of specific types of skeleton shaping resources reaches a certain quantity.
[0165] For example, assume there is a set configuration in the game. When the player character equips 3 different specific types of skeleton shaping resources, an additional attack power bonus will be obtained; when 5 are equipped, a higher attack power bonus and an additional defense power bonus will be obtained. This set effect not only increases the strategy of the game but also encourages players to try different combinations of skeleton shaping resources to maximize the combat ability of the character.
[0166] In actual implementation, the game system can maintain a set configuration table, which records the set effects corresponding to the combination quantities of different types of skeleton shaping resources through this table. When the different types of skeleton shaping resources loaded in the player character's resource slots reach the quantity of a certain set configuration, read the set configuration information and update the combat power configuration information of the player character according to the combat attribute data defined therein.
[0167] Accordingly, the game system can dynamically provide additional combat attribute bonuses and set effects based on the types and quantities of the skeleton shaping resources equipped by the player character. This mechanism not only enhances the combat ability of the player character but also increases the strategy and diversity of the game, enabling players to select and combine different skeleton shaping resources according to their game styles and combat needs to achieve the best combat effect.
[0168] Step S4330: Obtain the corresponding collaborative configuration information according to multiple complementary skeleton shaping resources in each resource slot, and increase the corresponding combat attribute data in the combat power configuration information according to each combat attribute data in the collaborative configuration information.
[0169] Obtain corresponding collaborative configuration information based on multiple complementary skeletal enhancement resources in each resource slot, and enhance the combat power configuration information of the player character according to the combat attribute data in these collaborative configuration information, which can ensure that the combat ability of the player character is significantly enhanced through the synergistic effect between skeletal enhancement resources.
[0170] Specifically, collaborative configuration information refers to the additional combat attribute bonuses or special effects that may occur when multiple skeletal enhancement resources are equipped simultaneously. These synergistic effects are usually based on the type, quality, attributes, or other specific conditions of the skeletal enhancement resources. For example, some skeletal enhancement resources can provide a single attribute bonus when equipped, and when combined with specific other skeletal enhancement resources, an additional collaborative bonus will be triggered, thereby further enhancing the combat ability of the player character. The complementary relationship data between skeletal enhancement resources can be stored in the equipment information of the skeletal enhancement resources themselves.
[0171] In actual implementation, the game system reads the equipment information of the skeletal enhancement resources in each resource slot, including their types, attributes, and collaborative conditions. When it detects that multiple skeletal enhancement resources meet specific collaborative conditions, according to the preset collaborative configuration information, it calculates and applies the corresponding combat attribute bonuses. These collaborative configuration information can be stored in the game server or the local storage of the player terminal, and contain the mapping relationship between the combination of skeletal enhancement resources and the synergistic effect.
[0172] For example, assume that the player character is equipped with two skeletal enhancement resources, one is a main tone skeletal enhancement, and the other is a consonant skeletal enhancement. The main tone skeletal enhancement provides an attack power bonus, while the consonant skeletal enhancement provides a defense power bonus. When these two skeletal enhancement resources are equipped simultaneously, they may trigger a synergistic effect and additionally increase the health value of the player character. This synergistic effect not only increases the strategy of the game but also encourages players to try different combinations of skeletal enhancement resources to optimize the combat ability of the character.
[0173] In another embodiment, the collaborative configuration information can involve specific combinations of multiple skeletal enhancement resources. For example, when the player character is equipped with three skeletal enhancement resources of a specific type, a special combat skill or attribute bonus may be activated. This combined effect can be predefined or dynamically generated, depending on the design requirements of the game.
[0174] Accordingly, the game system can dynamically adjust the combat ability of the player character according to the synergistic effect between skeletal enhancement resources. This mechanism not only improves the playability and strategy of the game but also enhances the player's interaction experience and the sense of control over the character's state through intuitive synergistic effects.
[0175] Step S4340: Configure the combat skill possessed by the skeletal enhancement resource in the first resource slot among each resource slot as the default combat skill in the combat configuration information.
[0176] When the player completes the loading of the skeletal plastic resources, the game system will check the skeletal plastic resources in each resource slot. The first resource slot usually has a special significance. For example, it can be the main skeletal plastic slot, and the skeletal plastic resources loaded in this slot usually have a higher priority. The game system will read the combat skill information of the skeletal plastic resources in this slot and configure it as the default combat skill of the player character. This configuration method ensures that the player can quickly use this skill in combat, thereby improving the combat efficiency.
[0177] For example, assume that the player loads a skeletal plastic resource with the "Powerful Impact" skill in the first resource slot. The game system will set the "Powerful Impact" skill as the default combat skill of the player character. When the player presses the skill shortcut key in combat, the character will automatically release the "Powerful Impact" skill without the player having to manually select the skill. This automatic configuration mechanism not only simplifies the operation process but also ensures that the player can make full use of the combat skills of the skeletal plastic resources.
[0178] In some embodiments, the game system will dynamically adjust the effect of the default combat skill according to the quality and rarity of the skeletal plastic resources. For example, high-quality skeletal plastic resources may provide more powerful default combat skill effects, while low-quality skeletal plastic resources may provide weaker effects. This dynamic adjustment mechanism further optimizes the combat ability of the player character, ensuring that it matches the player's equipment level.
[0179] In addition, the game system will also provide clear feedback on the graphical user interface to inform the player of the current default combat skill. For example, the skill icon may be highlighted on the interface, or a prompt message may be displayed to inform the player of the current default combat skill and its effects. This feedback mechanism not only enhances the player's interaction experience but also helps the player better understand the combat ability of the character.
[0180] Through the above steps in the above embodiments, the game system can dynamically fuse and set the combat power configuration information of the player character according to the equipment information of the skeletal plastic resources equipped by the player character. This mechanism not only enhances the combat ability of the player character but also provides rich strategic choices and optimization space through the set of set effects, synergy effects, and default skills, significantly improving the playability of the game and the player experience.
[0181] Based on any embodiment of the method of the present application, the method of the present application further includes:
[0182] Step S5100, in response to the synthesis and assembly event, display a plurality of resource slots in the assembly table, and display the skeletal plastic resources that are not occupied and not locked in the skeletal plastic collection library as an idle resource list in the assembly table;
[0183] The game system can provide an entrance in the game scene, so that game users can enter the assembly table through the entrance and select the synthesis assembly function to trigger the synthesis assembly. When the player triggers the synthesis assembly event, the game system will display multiple resource slots in the assembly table. These resource slots are specific areas for placing skeleton resources, and each slot can accommodate one skeleton resource. At the same time, the game system will query all unoccupied and unlocked skeleton resources from the skeleton collection library, and display these skeleton resources as a list of idle resources in the assembly table. This display method allows players to clearly see the currently available skeleton resources, so that they can easily select and combine these resources for synthesis operations.
[0184] In actual implementation, the game system will display resource slots and idle resource lists through a graphical user interface. Resource slots can be displayed graphically on the assembly table interface, and each slot can display a corresponding slot icon. The idle resource list can be displayed in the form of a list or grid, with idle skeleton resources displayed in the form of icons or models on the other side of the interface. Players can select skeleton resources by clicking or dragging and dropping.
[0185] For example, suppose the player selects the "Synthesis" option in the game's main menu to enter the synthesis assembly interface. In this interface, the player can see multiple free resource slots and a list showing all unoccupied and unlocked skeleton resources. The player can move the skeleton resources from the list to the resource slots by dragging and dropping, or load the skeleton resources into the specified slot by clicking to select.
[0186] Step S5200, responding to a synthetic loading event, loading the target plastic resource in the idle resource list specified by the event into the target resource slot specified by the event;
[0187] When the player moves the skeleton resource from the list to the resource slot by dragging and dropping, or loads the skeleton resource into the designated slot by clicking and selecting, the corresponding synthesis loading event is triggered. In response to the event, the target skeleton resource in the idle resource list specified by the event can be loaded into the target resource slot specified by the event.
[0188] For example, suppose the player selects the "Synthesis" option in the game's main menu to enter the synthesis assembly interface. In this interface, the player can see multiple free resource slots and a list showing all unoccupied and unlocked skeleton resources. The player can move the skeleton resources from the list to the resource slots by dragging and dropping, or load the skeleton resources into the specified slot by clicking to select.
[0189] During the loading process, for the skeletal plastic resources loaded into the corresponding resource slots, the game system can update the corresponding data records in the skeletal plastic collection library, changing the status of the skeletal plastic resources from "unoccupied" to "occupied" to avoid data conflicts.
[0190] In addition, the game system can also provide instant feedback on the graphical user interface to enhance the player's interaction experience. For example, when a skeletal plastic resource is successfully loaded into a resource slot, a confirmation sound effect can be played, and a short animation can be displayed, such as the icon of the skeletal plastic resource flashing or emitting light. This visual and auditory feedback mechanism not only confirms the player's operation but also enhances the immersion of the game.
[0191] Step S5300: In response to the synthesis submission event, generate a new skeletal plastic resource by fusing according to the equipment information of the skeletal plastic resources assembled in each resource slot.
[0192] After the player finishes loading the skeletal plastic resources, the synthesis submission event can be triggered through the submission control in the synthesis and assembly interface. After the game system responds to this event, it reads the equipment information of the loaded skeletal plastic resources in each resource slot. This information includes the quality, rarity index, attribute bonuses, and whether specific skills are activated of the skeletal plastic resources. Based on this information, the game system performs a series of preset calculations and logical operations to generate a new skeletal plastic resource by fusing.
[0193] The process of generating a new skeletal plastic resource by fusing can be completed through preset synthesis rules. These rules define which skeletal plastic resources can be combined together, as well as the attributes and characteristics of the new skeletal plastic resource generated after combination. For example, assume that the player loads two skeletal plastic resources with rarity indices of 3 and 4 in the resource slots. The synthesis rules can stipulate that these two skeletal plastic resources can be combined to generate a new skeletal plastic resource with a rarity index of 6. The newly generated skeletal plastic resource can inherit some of the attribute bonuses of the original resources and may obtain additional special attributes or skills.
[0194] In addition, the synthesis rules can also include considerations of the quality of the skeletal plastic resources. For example, high-quality skeletal plastic resources can provide higher base attribute bonuses during the synthesis process, or have a higher probability of obtaining rare attributes when generating new resources. This mechanism not only increases the strategic nature of the game but also encourages players to collect and combine high-quality skeletal plastic resources to obtain more powerful new resources.
[0195] Step S5400: In response to the storage confirmation event, store the new skeletal plastic resource in the skeletal plastic collection library and delete each of the fused skeletal plastic resources from the skeletal plastic collection library.
[0196] After a new skeleton resource is generated, the game system will display the newly generated skeleton resource on the graphical user interface to notify the game user. The displayed content may include the icon, animation model, attribute bonus, rarity index, quality and other information of the new skeleton resource.
[0197] In order to ensure that players can confirm the synthesis results, the game system will provide a confirmation control on the graphical user interface. Players can trigger a storage confirmation event by clicking this button. When the player triggers the storage confirmation event, the game system will store the newly generated skeleton resources in the skeleton collection library and delete the fused skeleton resources from the skeleton collection library. Specifically, the record of the new skeleton resources is added to the skeleton collection library, and the record of the fused skeleton resources is deleted from the equipment resource library.
[0198] The present application realizes the efficient processing and utilization of idle skeleton resources through the above embodiments, and significantly improves the convenience and efficiency of game resource management. First, by responding to the synthetic assembly event, the game system intuitively displays a plurality of resource slots and a list of unoccupied and unlocked skeleton resources in the skeleton collection library in the assembly table, and then, by responding to the synthetic loading event, the player is allowed to load the target skeleton resource into the specified resource slot by simple drag and drop or click operation. Further, responding to the synthetic submission event enables the game system to generate new skeleton resources according to the equipment information of the loaded skeleton resources and according to the preset synthesis rules. The convenient operation mechanism constructed by this process not only increases the strategy of the game, but also encourages players to collect and combine high-quality skeleton resources to obtain more powerful new resources. Finally, by responding to the storage confirmation event, the newly generated skeleton resources are stored in the skeleton collection library, and the fused skeleton resources are deleted. This process ensures the neatness and orderliness of the skeleton resource library. Overall, these steps together constitute an efficient and convenient skeleton resource processing and utilization process, which not only improves the player's gaming experience, but also optimizes the management of game resources, allowing players to utilize idle skeleton resources more efficiently, further enhancing the game's playability and long-term appeal.
[0199] See also Figure 3According to one aspect of the present application, a resource acquisition control device is provided, comprising an avatar control module 3100, a scene setting module 3200, a resource absorption module 3300, and a data update module 3400, wherein the avatar control module 3100 is configured to detect that a player character in a game scene defeats a hostile target, and to control whether the hostile target is transformed into a skeleton resource according to a resource acquisition probability that is positively correlated with the qualification level of an assembly station held by a game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource; the scene setting module 3 200, configured to determine the absorbable range corresponding to the skeleton resource in the game scene when the hostile target is transformed into the skeleton resource; the resource absorption module 3300, configured to respond to the resource absorption event triggered by the player character entering the absorbable range, display the animation effect of the player character storing the skeleton resource, and add the skeleton resource to the skeleton collection library of the game user; the data update module 3400, configured to update the qualification level of the assembly table according to the resource value of the skeleton resource, and trigger the update of the resource acquisition probability when the qualification level changes.
[0200] On the basis of any embodiment of the device of the present application, whether the hostile target is transformed into a skeleton resource is controlled according to the resource acquisition probability which is positively correlated with the qualification level of the assembly station held by the controlling user to which the player character belongs, and the assembly station is provided for the game user to equip the player character with the skeleton resource, including: a probability generation module, configured to randomly generate a resource drop probability for the hostile target when the player character defeats the hostile target; a reference determination module, configured to determine a matching resource acquisition probability from multiple resource acquisition probabilities of the game user according to the rarity index of the hostile target as a target reference probability; an avatar decision module, configured to compare the resource drop probability with the target reference probability, and when the resource drop probability does not exceed the target reference probability, trigger an avatar event corresponding to the hostile target transforming into the skeleton resource.
[0201] Based on any embodiment of the device of the present application, the reference determination module includes: a probability acquisition module, configured to obtain multiple resource acquisition probabilities of the game user, including a basic probability and an enhancement probability, and the lower limit of the set interval corresponding to the enhancement probability is not lower than the upper limit of the set interval corresponding to the basic probability; a basic selection module, configured to determine whether the rated number of enhancements of the game user in the current cycle is exhausted when the rarity index of the defeated hostile target reaches a preset threshold, and when the rated number of enhancements has been exhausted or the rarity index of the defeated hostile target has not reached the preset threshold, determine the basic probability as the target reference probability; an enhancement selection module, configured to determine the enhancement probability as the target reference probability when the rated number of enhancements has not been exhausted.
[0202] Based on any embodiment of the device of the present application, the data update module 3400 includes: a value calculation module, which is configured to accumulate the current capability score of the assembly station and the resource value of the skeleton resource as the latest capability score when the skeleton resource is the first similar resource in the skeleton collection library; an original level processing module, which is configured to determine whether the latest capability score hits the capability interval corresponding to a higher qualification level. If it does not hit, the update of the resource acquisition probability is not triggered, and the assembly station is maintained at the original qualification level; an upgrade processing module, which is configured to trigger the update of the resource acquisition probability when it hits, including: raising the qualification level of the assembly station to the higher qualification level; and adjusting each resource acquisition probability corresponding to the higher qualification level.
[0203] On the basis of any embodiment of the device of the present application, prior to the scene setting module 3200, it includes: an animation setting module, configured to respond to the incarnation event corresponding to the skeleton resource of the hostile target, locate the animation model of the hostile target in the defeated area of the hostile target, and adjust the animation model to a fixed posture; a parameter determination module, configured to determine the quality of the skeleton resource according to the rarity index of the hostile target and the qualification level of the assembly table, and obtain display parameters corresponding to the quality; a residual image rendering module, configured to re-render the animation model according to the display parameters, so that the animation model appears as a residual statue of the hostile target as the skeleton resource.
[0204] On the basis of any embodiment of the device of the present application, it includes: a slot display module, which is configured to respond to a resource assembly event acting on the assembly table, display multiple resource slots of the assembly table in association with the player character specified by the event, and display a list of unoccupied and unlocked skeleton resources in the skeleton collection library; a resource loading module, which is configured to respond to a resource loading event acting on any displayed resource, and load the target skeleton resource specified by the event into the target resource slot specified by the event; a combat power fusion module, which is configured to respond to an assembly submission event acting on the assembly table, and fuse and set the combat power configuration information of the player character according to the equipment information of the skeleton resources assembled in each resource slot.
[0205] On the basis of any embodiment of the device of the present application, prior to the slot display module, it includes: an upper limit determination module, which is configured to obtain the upper limit of the rarity index of the assembly table according to the qualification level of the assembly table; a surplus determination module, which is configured to calculate the index surplus of the sum of the rarity indexes of the skeleton resources loaded in the multiple resource slots relative to the rarity index upper limit; a resource screening module, which is configured to screen out skeleton resources whose rarity index does not exceed the index surplus from the skeleton collection library, and display them on a graphical user interface; an event triggering module, which is configured to respond to the touch operation of a game user touching a target skeleton resource in the graphical user interface, and trigger a corresponding resource loading event.
[0206] Based on any embodiment of the device of the present application, the combat power fusion module includes any one or more of the following: an attribute fusion module, which is configured to enhance the corresponding combat attribute data in the combat power configuration information of the player character according to the same combat attribute data of the skeleton resources in each resource slot; a suit fusion module, which is configured to enhance the corresponding combat attribute data in the combat power configuration information according to each combat attribute data in the suit configuration information corresponding to the number when different types of skeleton resources in each resource slot reach a corresponding number; a collaborative fusion module, which is configured to obtain corresponding collaborative configuration information according to multiple complementary skeleton resources in each resource slot, and enhance the corresponding combat attribute data in the combat power configuration information according to each combat attribute data in the collaborative configuration information; a skill fusion module, which is configured to configure the combat skills possessed by the skeleton resource in the first resource slot in each resource slot as the default combat skills in the combat configuration information.
[0207] On the basis of any embodiment of the device of the present application, it includes: a synthesis display module, which is configured to respond to a synthesis assembly event, display multiple resource slots in the assembly table, and display the unoccupied and unlocked skeleton resources in the skeleton collection library as an idle resource list in the assembly table; a synthesis loading module, which is configured to respond to a synthesis loading event, and load the target skeleton resource in the idle resource list specified by the event into the target resource slot specified by the event; a synthesis fusion module, which is configured to respond to a synthesis submission event, and fuse and generate new skeleton resources according to the equipment information of the skeleton resources assembled in each resource slot; a resource storage module, which is configured to respond to a storage confirmation event, store the new skeleton resource in the skeleton collection library, and delete the fused skeleton resources from the skeleton collection library.
[0208] Another embodiment of the present application also provides a resource acquisition control device. Figure 4 As shown, a schematic diagram of the internal structure of a resource acquisition control device. The resource acquisition control device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. Among them, the computer-readable non-volatile readable storage medium of the resource acquisition control device stores an operating system, a database, and computer-readable instructions. The database may store an information sequence. When the computer-readable instructions are executed by the processor, the processor may implement a resource acquisition control method.
[0209] The processor of the resource acquisition control device is used to provide computing and control capabilities to support the operation of the entire resource acquisition control device. The memory of the resource acquisition control device may store computer-readable instructions, which, when executed by the processor, may enable the processor to execute the resource acquisition control method of the present application. The network interface of the resource acquisition control device is used to connect and communicate with a terminal.
[0210] Those skilled in the art will understand that Figure 4 The structure shown in the figure is only a block diagram of a part of the structure related to the scheme of the present application, and does not constitute a limitation on the resource acquisition control device to which the scheme of the present application is applied. The specific resource acquisition control device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.
[0211] In this embodiment, the processor is used to execute Figure 3 The memory stores the program code and various data required to execute the above modules or submodules. The network interface is used to realize data transmission between user terminals or servers. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the resource acquisition control device of this application, and the server can call the program code and data of the server to execute the functions of all modules.
[0212] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors are caused to execute the steps of the resource acquisition control method according to any embodiment of the present application.
[0213] The present application also provides a computer program product, including a computer program / instructions. When the computer program / instructions are executed by one or more processors, the steps of the method according to any embodiment of the present application are implemented.
[0214] Those of ordinary skill in the art can understand that to implement all or part of the processes in the above-described embodiments of the method of the present application, it can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it may include the processes of the embodiments of the above-described methods. Among them, the aforementioned storage medium may be a computer-readable storage medium such as a magnetic disk, an optical disc, a read-only memory (ROM), or a random access memory (RAM), etc.
[0215] In summary, the present application not only optimizes the balance of the game and the player experience, but also achieves significant technical advantages in terms of the hardware operation efficiency and resource overhead of the player terminal. By dynamically adjusting the resource acquisition probability, reasonably setting the absorbable range, adapting to the game difficulty, and optimizing the animation effect, the present application improves the playability of the game while reducing the resource consumption of the player terminal and improving the operation efficiency of the device.
Claims
1. A resource acquisition control method, characterized in that, include: When it is detected that a player character in a game scene defeats a hostile target, whether the hostile target is transformed into a skeleton resource is controlled according to a resource acquisition probability that is positively correlated with the qualification level of an assembly station held by a game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource; When the hostile target is transformed into the skeleton resource, determining the absorbable range of the skeleton resource in the game scene; In response to the resource absorption event triggered by the player character entering the absorbable range, an animation effect of the player character storing the skeleton resource is displayed, and the skeleton resource is added to the skeleton collection library of the game user; The qualification level of the assembly station is updated according to the resource value of the skeleton resource, and when the qualification level changes, the update of the resource acquisition probability is triggered.
2. The resource acquisition control method according to claim 1, wherein According to the resource acquisition probability which is positively correlated with the qualification level of the assembly station held by the controlling user to which the player character belongs, controlling whether the hostile target is transformed into a skeleton resource, the assembly station is used by the game user to equip the player character with the skeleton resource, including: When the player character defeats the hostile target, a resource drop probability is randomly generated for the hostile target; Determining a matching resource acquisition probability from a plurality of resource acquisition probabilities of the game user according to the rarity index of the hostile target as a target reference probability; The resource drop probability is compared with the target reference probability. When the resource drop probability does not exceed the target reference probability, an avatar event corresponding to the skeleton resource of the hostile target avatar is triggered.
3. The resource acquisition control method according to claim 2, wherein Determining a matching resource acquisition probability from a plurality of resource acquisition probabilities of the game user according to the rarity index of the hostile target as a target reference probability includes: Acquire multiple resource acquisition probabilities of the game user, including a basic probability and an enhanced probability, wherein a lower limit of a set interval corresponding to the enhanced probability is not lower than an upper limit of a set interval corresponding to the basic probability; When the rarity index of the defeated enemy target reaches a preset threshold, it is determined whether the rated number of enhancements of the game user in the current cycle is exhausted; when the rated number of enhancements is exhausted or the rarity index of the defeated enemy target does not reach the preset threshold, the basic probability is determined as the target reference probability; When the rated number of reinforcement times is not exhausted, the reinforcement probability is determined as the target reference probability.
4. The resource acquisition control method according to claim 3, wherein The qualification level of the assembly station is updated according to the resource value of the skeleton resource, and when the qualification level changes, the resource acquisition probability is triggered to be updated, including: When the skeleton resource is the first resource of the same kind in the skeleton collection library, the current capability score of the assembly station is added to the resource value of the skeleton resource as the latest capability score; Determine whether the latest capability score hits the capability interval corresponding to a higher qualification level, and if it does not hit, do not trigger the update of the resource acquisition probability, and maintain the assembly station at the original qualification level; When a hit occurs, the resource acquisition probability is triggered to be updated, including: raising the qualification level of the assembly station to the higher qualification level; and adjusting each resource acquisition probability corresponding to the higher qualification level.
5. The resource acquisition control method according to claim 1, wherein When the hostile target is transformed into the skeleton resource, before setting the absorbable range corresponding to the skeleton resource, it includes: In response to the incarnation event corresponding to the skeleton resource of the incarnation of the hostile target, the animation model of the hostile target is positioned in the defeated area of the hostile target, and the animation model is adjusted to a fixed posture; Determine the quality of the skeleton resource according to the rarity index of the hostile target and the qualification level of the assembly station, and obtain the display parameters corresponding to the quality; The animation model is re-rendered according to the display parameters so that the animation model appears as a residual statue of the enemy target as the skeleton resource.
6. The resource acquisition control method according to any one of claims 1 to 5, characterized in that include: In response to a resource assembly event acting on the assembly table, a plurality of resource slots of the assembly table are displayed in association with the player character designated for the event, and a list of unoccupied and unlocked skeleton resources in the skeleton collection library is displayed; In response to a resource loading event acting on any of the displayed sound resources, load the target sound resource specified by the event into the target resource slot specified by the event; In response to the assembly submission event acting on the assembly table, the combat power configuration information of the player character is integrated and set according to the equipment information of the skeleton resources assembled in each resource slot.
7. The resource acquisition control method according to claim 6, wherein In response to a resource loading event acting on any of the displayed audio resources, the target audio resource specified by the event is loaded into the target resource slot specified by the event, including: Obtaining the upper limit of the rarity index of the assembly station according to the qualification level of the assembly station; Calculate the index surplus of the sum of the rarity indexes of the skeleton resources loaded in the plurality of resource slots relative to the rarity index upper limit; Filter out the skeleton resources whose rarity index does not exceed the margin of the index from the skeleton collection library, and display them on the graphical user interface; In response to a game user's touch operation of touching a target skeleton resource in the graphical user interface, a corresponding resource loading event is triggered.
8. The resource acquisition control method according to claim 6, wherein According to the equipment information of the skeleton resources equipped in each resource slot, the combat power configuration information of the player character is integrated and set, including any one or more of the following: According to the same combat attribute data of the skeleton resources in each resource slot, the corresponding combat attribute data in the combat power configuration information of the player character is enhanced; When the different types of skeleton resources in each resource slot reach a corresponding number, the corresponding combat attribute data in the combat power configuration information is increased according to the combat attribute data in the suit configuration information corresponding to the number; Acquire corresponding collaborative configuration information according to the complementary multiple skeleton resources in each resource slot, and improve the corresponding combat attribute data in the combat power configuration information according to each combat attribute data in the collaborative configuration information; The combat skills possessed by the skeleton resource in the first resource slot in each resource slot are configured as the default combat skills in the combat configuration information.
9. The resource acquisition control method according to any one of claims 1 to 5, characterized in that include: In response to a synthetic assembly event, a plurality of resource slots are displayed in the assembly table, and unoccupied and unlocked skeleton resources in the skeleton collection library are displayed in the assembly table as an idle resource list; In response to a synthetic loading event, the target plastic resource in the idle resource list specified by the event is loaded into the target resource slot specified by the event; In response to the synthesis submission event, new skeleton resources are generated by fusing according to the equipment information of the skeleton resources equipped in each resource slot; In response to the storage confirmation event, the new skeleton resource is stored in the skeleton collection library, and the merged skeleton resources are deleted from the skeleton collection library.
10. A resource acquisition control device, characterized in that, include: The avatar control module is configured to control whether the hostile target is transformed into a skeleton resource when detecting that the player character in the game scene has defeated the hostile target, based on a resource acquisition probability that is positively correlated with the qualification level of the assembly station held by the game user to which the player character belongs, and the assembly station is used by the game user to equip the player character with the skeleton resource; A scene setting module, configured to determine the corresponding absorbable range of the skeleton resource in the game scene when the hostile target is transformed into the skeleton resource; A resource absorption module, configured to respond to a resource absorption event triggered by the player character entering the absorbable range, display an animation effect of the player character collecting the skeleton resource, and add the skeleton resource to the skeleton collection library of the game user; A data update module is configured to update the qualification level of the assembly station according to the resource value of the skeleton resource, and trigger an update of the resource acquisition probability when the qualification level changes.
11. A resource acquisition control device, comprising a central processing unit and a memory, characterized in that, The central processing unit is used to call and run the computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 9.
12. A non-volatile readable storage medium, characterized in that, It stores a computer program implemented according to the method described in any one of claims 1 to 9 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.
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