Resource acquisition control method and apparatus, device, and medium
By dynamically adjusting the probability of enemy targets transforming into skeleton resources and the display and storage animation effects, the game solves the problems of monotonous difficulty and low resource allocation efficiency in traditional equipment acquisition mechanisms, thereby improving the game's adaptability and the player's interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- GUANGZHOU KULUO SHUJIE TECH CO LTD
- Filing Date
- 2025-04-29
- Publication Date
- 2026-06-19
AI Technical Summary
Traditional equipment acquisition mechanisms in video games suffer from problems such as simplistic game difficulty, inefficient resource allocation, and insufficient user interaction. They fail to adapt to the skill levels and needs of different players, thus affecting the game's balance and playability.
When a player character defeats an enemy target, the resource acquisition probability is dynamically adjusted based on the assembly station's qualification level. The enemy target is transformed into a skeleton resource and a storage animation effect is displayed within the absorbable range. The resource is added to the collection and the assembly station's qualification level is updated to adjust the acquisition probability.
It achieves adaptive adjustment of game difficulty, optimizes resource allocation efficiency, enhances players' immediate satisfaction and immersion, and improves the game experience and playability.
Smart Images

Figure CN120268048B_ABST
Abstract
Description
Technical Field
[0001] This application relates to computer resource adaptive adjustment technology, and more particularly to a resource acquisition control method, apparatus, device, and medium thereof. Background Technology
[0002] In the realm of video games, especially role-playing games (RPGs) and open-world games, the acquisition mechanism for equipment resources is a crucial factor affecting player experience and game balance. Traditional equipment acquisition mechanisms are typically based on quest reward systems, which have significant limitations.
[0003] First, the fixed nature of traditional equipment acquisition mechanisms leads to a uniform level of game difficulty. Whether a player is new or experienced, the probability of obtaining equipment is the same when facing the same hostile targets or quests. While this design ensures fairness, it fails to accommodate different skill levels and game progress. For new players, the fixed probability may be too high, resulting in an overly easy and unchallenging game; for experienced players, the fixed probability may be too low, slowing down the game and negatively impacting the experience. This one-size-fits-all design fails to meet the needs of different player groups, limiting the game's appeal and replayability.
[0004] Secondly, traditional mechanisms are inefficient in resource allocation. Under a fixed-probability model, resource allocation is often random, lacking consideration for players' current equipment levels and needs. This can lead to players acquiring a large amount of useless equipment resources while struggling to obtain the equipment they truly need. This inefficiency in resource allocation not only increases the time cost for players but may also cause a decline in their interest in the game.
[0005] Furthermore, traditional equipment acquisition mechanisms also have shortcomings in terms of user interaction experience. After defeating enemy targets or completing tasks, the equipment resources obtained by players are significantly different in appearance from the enemy targets. When there are a large number of equipment resources in the game scene, players cannot identify the source of these equipment resources, which reduces the player's sense of participation and immersion, and to some extent affects the player's game experience.
[0006] In conclusion, traditional equipment acquisition mechanisms have significant shortcomings in terms of game difficulty adaptability, resource allocation efficiency, and user interaction experience. These problems not only affect the player's gaming experience but also limit the game's balance and playability. Summary of the Invention
[0007] The purpose of this application is to solve the above-mentioned problems by providing a resource acquisition control method and corresponding apparatus, devices, non-volatile readable storage media, and computer program products.
[0008] According to one aspect of this application, a resource acquisition control method is provided, comprising:
[0009] When a player character in the game scene is detected to have defeated an enemy target, the game user controls whether the enemy target is transformed into a skeleton resource based on the resource acquisition probability that is positively correlated with the qualification level of the assembly station held by the player character. 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, the corresponding absorbable range of the skeleton resource in the game scene is determined;
[0011] In response to the resource absorption event triggered when the player character enters the absorbable range, display an animation effect of the player character collecting the skeleton resources, and add the skeleton resources to the game user's skeleton collection library;
[0012] The qualification level of the assembly station is updated based on the resource value of the skeleton resource, and the resource acquisition probability is updated when the qualification level changes.
[0013] According to another aspect of this application, a resource acquisition control device is provided, comprising:
[0014] The avatar control module is configured to, when a player character in a game scene defeats an enemy target, control whether the enemy target transforms into a skeleton resource based on the 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. The assembly station is used by the game user to equip the player character with the skeleton resource.
[0015] The scene setting module is configured to determine the absorbable range of the skeleton resource in the game scene when the hostile target is transformed into the skeleton resource.
[0016] The resource absorption module is configured to respond to a resource absorption event triggered when the player character enters the absorbable range, display an animation effect of the player character absorbing the skeleton resources, and add the skeleton resources to the game user's skeleton collection library;
[0017] The data update module is configured to update the qualification level of the assembly station based on 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 this application, a resource acquisition control device is provided, including a central processing unit and a memory, wherein the central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method described in this application.
[0019] According to another aspect of this 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, wherein the computer program, when invoked by a computer, executes the steps included in the method.
[0020] According to another aspect of this application, a computer program product is provided, comprising a computer program / instructions that, when executed by a processor, implement the steps of the method.
[0021] This application effectively addresses the shortcomings of traditional equipment acquisition mechanisms in terms of game difficulty adaptability by dynamically adjusting the resource acquisition probability of Skeleton Sculpture resources and combining this with the interface presentation for acquiring Skeleton Sculpture resources. This achieves several beneficial effects, including but not limited to:
[0022] First, this application provides an assembly station for skeleton resources. The probability of obtaining resources is determined by the qualification level of the assembly station. The difficulty of obtaining resources can be dynamically adjusted according to the progress of different players, thereby better balancing the game difficulty and improving the player's gaming experience.
[0023] Secondly, this application dynamically adjusts the resource acquisition probability by updating the assembly station's qualification level in a timely manner after game users acquire skeleton resources through their player characters. This allows for more accurate and differentiated allocation of skeleton resources to game users with assembly stations of different qualification levels. From the perspective of computer operating efficiency, it also improves the efficiency of resource allocation in the entire game system, reduces the situation where players acquire useless resources, thereby saving players' game time costs and enhancing the game's playability.
[0024] Furthermore, this application allows players to intuitively see the source and form of the skeleton resources by transforming hostile targets into skeleton resources and displaying animation effects of collecting the skeleton resources. At the same time, combined with the technical means of displaying the collection animation effect when the player enters the absorbable range, it can significantly enhance the player's instant satisfaction and interactive experience, and improve the player's sense of participation and immersion. Attached Figure Description
[0025] Figure 1 This application provides an exemplary network architecture;
[0026] Figure 2 This is a flowchart illustrating one embodiment of the resource acquisition control method of this application;
[0027] Figure 3 This is a schematic block diagram of the resource acquisition control device of this application;
[0028] Figure 4 This is a schematic diagram of the structure of a resource acquisition control device used in this application. Detailed Implementation
[0029] The technical solution of this application can be deployed in various network architectures. Figure 1 An exemplary network architecture is illustrated. In this architecture, a game server 81 is connected to multiple player terminals 80 via a network. These terminals are equipped with computer program products implementing the resource acquisition control method according to this application. When these computer program products are run, they are responsible for handling various events and interactions in the game in real time. 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 terminals 80 communicate with the game server via the network, receiving game state information and sending player operation commands.
[0030] In terms of application scenarios, the technical solution of this application is applicable to games that require dynamic adjustment of game difficulty based on player progress and behavior. For example, in role-playing games (RPGs) and open-world games, players, i.e., game users, can trigger the drop of skeleton resources when exploring the map, completing quests, or defeating hostile targets. Through the technical solution of this application, the game system can dynamically adjust the probability of resource acquisition based on the quality level of the assembly station provided to the game user, ensuring that the game difficulty matches the player's skill level, while optimizing resource allocation efficiency and reducing the occurrence of players obtaining useless resources.
[0031] The hostile targets in this application can be non-player characters (NPCs), which are characters or entities controlled by the game system rather than directly operated by players, or enemy characters controlled by other game users. Non-player characters can manifest as hostile monsters, environmental creatures, or other entities.
[0032] Skeleton resources are a unique game resource provided by this application. In some embodiments, they are implemented as the residual statue effect of hostile targets in the game scene. Game users can obtain skeleton resources by defeating hostile targets and transforming them into skeleton resources with a certain resource acquisition probability. Skeleton resources have different qualities and attributes, providing additional ability bonuses to player characters. To facilitate efficient use of skeleton resources by game users, this application introduces an assembly station into the game process. The assembly station is an interface platform for game users to equip skeleton resources for player characters. It can be understood as a factory for processing skeleton resources. Its qualification level determines the probability of obtaining skeleton resources. The higher the qualification level, the greater the probability of obtaining skeleton resources, especially high-quality skeleton resources; otherwise, the probability of obtaining resources is lower, thus maintaining a positive correlation between qualification level and resource acquisition probability.
[0033] Specifically, when a player character defeats an enemy target, the game server dynamically updates one or more resource acquisition probabilities based on changes in the player's crafting station's aptitude level. When a player character encounters an enemy target, a corresponding resource acquisition probability is selected as a target reference probability based on the enemy target's rarity, and a random resource drop probability corresponding to the enemy target transforming into a skeleton resource is generated. If the randomly generated resource drop probability is lower than the target reference probability, the enemy target will transform into a skeleton resource, creating an absorbable area in the game scene; otherwise, the enemy target will not generate any skeleton resources. When the player character enters this area, a resource absorption event is triggered, playing a collection animation effect and adding the skeleton resource to the player's skeleton collection. Furthermore, the crafting station's aptitude level can be updated based on the skeleton resource's resource value to further adjust the resource acquisition probability to adapt to the player's progress.
[0034] In this application, "avatar" refers to re-rendering an animated model of a hostile target into a residual sculpture with unique visual effects. The avatar sculpture resource maintains partial consistency with the original hostile target in appearance according to preset rules. For example, the avatar sculpture resource can be generated by rendering a unique visual effect based on the overall animated model of the hostile target, or it can be generated by rendering a unique visual effect based on a part of the animated model of the hostile target, such as some limbs. The avatar sculpture resource also possesses attributes inherited from the hostile target that can be absorbed and utilized by the player character. By equipping the avatar sculpture resource to a designated player character, additional combat abilities or attribute bonuses can be provided to the player character.
[0035] Through this dynamic adjustment mechanism, this application not only optimizes resource allocation efficiency but also enhances the player's interactive experience through intuitive animation effects. Compared with the traditional fixed-probability equipment acquisition mechanism, the technical solution of this application can better balance game difficulty and improve the player's gaming experience.
[0036] Please see Figure 2 The resource acquisition control method of this application can be used to install and run a computer program product on a player's terminal, thereby launching a game system. In some embodiments, it includes the following steps:
[0037] Step S3100: When a player character in the game scene is detected to have defeated an enemy target, the game user controls whether the enemy target is transformed into a skeleton resource based on the resource acquisition probability that is positively correlated with the qualification level of the assembly station held by the player character. 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, game scenarios typically involve players exploring, completing quests, or engaging in combat within designated gameplay areas on the game map. When a player enters a gameplay area, they may encounter hostile targets. Combat between the player and hostile targets can be initiated by the player or automatically by the game system. When the game process detects that a player has defeated a hostile target, it will determine whether to generate corresponding resource fragments based on 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 points drop to zero, meaning the enemy target dies; the enemy target's combat attributes (such as defense, attack, etc.) fall below a certain preset value; the battle lasts for a certain preset time limit; or the player character completes a specific combat action (such as using a specific skill or combo). These conditions can be used individually or in combination to ensure fairness and diversity in combat.
[0040] After a player character defeats an enemy target, the game system dynamically determines the resource acquisition probability based on the aptitude level of the assembly station held by the player character. This determines whether the enemy target will drop corresponding Skeleton Resources. The assembly station is the interface platform where players equip their characters with Skeleton Resources; its aptitude level determines the probability of obtaining these resources. A higher aptitude level increases the probability of obtaining high-quality Skeleton Resources, and vice versa. Players can have multiple characters and equip each character with selected Skeleton Resources through the assembly station, thereby improving or optimizing each character's combat power.
[0041] In one embodiment, resource acquisition probabilities can be categorized into levels based on the rarity index of hostile targets. Multiple resource acquisition probabilities are set for different levels. Accordingly, the game system determines the level of a hostile target based on its rarity index and selects a matching target reference probability from the multiple resource acquisition probabilities available to the game user. 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 whereby the hostile target transforms into a skeleton resource. Otherwise, no transformation operation is performed on the hostile target, and no skeleton resource is generated.
[0042] Step S3200: When the hostile target transforms into the skeleton resource, determine the corresponding absorbable range of the skeleton resource in the game scene;
[0043] Once an enemy target successfully transforms into a skeleton resource, a specific area needs to be defined on the game map as an absorbable range for that skeleton resource. The player character can only trigger the resource absorption event when entering this absorbable range.
[0044] Specifically, the absorbable range can be set based on the original location and size of the hostile target, as well as the characteristics of the skeleton resource. In one embodiment, this range is centered on the location where the hostile target is defeated, and its size is determined according to the size of the hostile target and the quality of the skeleton resource. The size of the hostile target determines the basic size of the absorbable range, while the quality of the skeleton resource is quantified as a scaling factor of this basic size, thus determining the absorbable range in relation to it. Accordingly, for larger hostile targets, the absorbable range after they transform into skeleton resources will be correspondingly larger, allowing the player character to more easily enter the absorbable range. Similarly, high-quality skeleton resources may have a slightly larger absorbable range to increase the player's chances of acquiring these important resources.
[0045] Furthermore, the shape of the absorbable area can be adjusted according to the game's design requirements. 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 along specific paths, so the absorbable area might be set along this path to increase the likelihood of the player character absorbing resources during movement.
[0046] The setting of the absorbable range not only affects the ease with which players can obtain Skeleton Sculpture resources, but also has a significant impact on game balance. By reasonably adjusting the size and shape of the absorbable range, game developers can control the difficulty of obtaining Skeleton Sculpture resources, thereby adjusting the game's challenge and playability. For example, in higher-level areas of the game, the absorbable range of hostile targets may be relatively small to increase the difficulty for players to obtain Skeleton Sculpture resources, thus encouraging players to improve their skills and equipment levels.
[0047] Step S3300: In response to the resource absorption event triggered when the player character enters the absorbable range, display the animation effect of the player character collecting the skeleton resources, and add the skeleton resources to the game user's skeleton collection library;
[0048] The game system monitors the player character's location coordinates in real time and determines whether these coordinates are within the preset absorbable range of the skeleton resource. When the player character enters the absorbable range of the skeleton resource, the resource absorption event can be automatically triggered if the conditions are met. In another embodiment, to increase player interactivity and autonomy, players are also allowed to manually trigger the resource absorption event through their terminal devices. For example, players can actively absorb skeleton resources by touching specific gathering tools or controls on the screen. This manual triggering mechanism provides players with more operational freedom and also increases the game's fun factor.
[0049] In response to the resource absorption event, the game system plays corresponding animation effects, showcasing the player character's process of collecting the skeletal sculpture resources. These animation effects not only enhance the player's visual experience but also allow the player to clearly see the acquisition process of the skeletal sculpture resources through intuitive visual feedback. For example, the player character can extend a hand, or the player character's gourd prop can begin to move, emitting a beam of light to attract the remaining skeletal sculpture resources, emitting light during the absorption process, and finally storing the skeletal sculpture resources in the skeletal sculpture collection. This dynamic visual effect can significantly enhance the player's immediate satisfaction and immersion. The business data for this animation effect, such as special effects files or special effects business logic, can be pre-implemented and pre-loaded into the player's terminal for real-time invocation and playback.
[0050] In one embodiment, when the player character is not within the absorbable range of a skeleton resource, the business data corresponding to the animation effect indicating that the skeleton resource has been absorbed, such as the corresponding special effects file or special effects business logic, may not be loaded into memory. However, when the player character enters the absorbable range, this business data is preloaded into memory. Thus, when the user manually triggers the resource absorption event, the preloaded business data can be used to display the animation effect, resulting in a smooth and fluid animation playback. When the player character leaves the absorbable range, the corresponding animation effect business data is cleared from memory to avoid consuming system resources and ensure smooth game operation.
[0051] As the animation plays, the Skeleton Sculpture resources will be officially added to the player character's Skeleton Sculpture Collection. The Skeleton Sculpture Collection stores all of the player character's Skeleton Sculpture resources, allowing the player to view, manage, and use them. Once added to the Skeleton Sculpture Collection, players can equip these resources to their characters using the Equipment Table, thereby enhancing their combat abilities or attribute bonuses. For example, players can use the Equipment Table to allocate Skeleton Sculpture resources to different equipment slots to optimize their 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 skeleton resources can be instantaneous; once the player character enters the absorbable range, the skeleton resource will be immediately absorbed and added to the skeleton collection. In other cases, the absorption process may take some time, requiring the player character to remain within the absorbable range for a period of time to complete the absorption. This time delay mechanism can increase the game's strategic depth, requiring players to decide whether to wait for the absorption to complete based on their needs and the game environment.
[0053] In other embodiments, the game system can adjust the animation effects and feedback during the absorption process based on the quality and / or rarity of the skeleton resources. For example, high-quality skeleton resources can have more elaborate visual effects during absorption compared to low-quality ones, simultaneously highlighting the resource's unique attributes and value to the player. This differentiated design not only enriches the game but also motivates players to pursue higher-quality skeleton resources.
[0054] Step S3400: Update the qualification level of the assembly station according to the resource value of the skeleton resource. When the qualification level changes, the resource acquisition probability is updated.
[0055] The assembly station's qualification level is updated based on the resource value of the skeleton resources, and the resource acquisition probability is updated when the qualification level changes. This not only directly and dynamically affects the probability of players obtaining skeleton resources in the future, but also plays a key role in the overall balance of the game and the long-term experience of players.
[0056] Specifically, after a player character successfully absorbs a skeleton resource, the game system evaluates and updates the assembly station's qualification level based on the resource value of that skeleton resource. The resource value can be determined by a single attribute of the skeleton or by multiple attributes combined. In one embodiment, the resource value can be determined by a combination of factors, including the quality of the skeleton resource, its rarity, and the attribute bonuses it provides. For example, high-quality skeleton resources (such as 5-star skeletons) have higher resource value, while low-quality skeleton resources (such as 2-star skeletons) have lower resource value. When a player acquires a high-quality skeleton resource, the assembly station's qualification level has a greater chance of significantly improving, thereby increasing the probability of acquiring more high-quality skeleton resources in the future.
[0057] In one embodiment, the assembly station's qualification level is quantified by an internal ability score. When a player character acquires a skeleton resource, its value is added to the assembly station's current ability score, thus determining whether to update the qualification level based on the updated ability score. For example, if a player character acquires a skeleton resource with a value of 10, and the assembly station's current ability score is 50, then the updated ability score will become 60. According to a preset qualification level classification rule, when the ability score reaches a certain threshold—this threshold is used to distinguish between two adjacent qualification levels—the assembly station's qualification level will be upgraded to the next higher qualification level. For example, when the ability score increases from 50 to 60, the assembly station's qualification level increases from level 1 to level 2.
[0058] Upgrading a player's skill level triggers an update to the resource acquisition probability. Specifically, the game system recalculates the probability of a player acquiring Skeleton Sculpture resources based on the new skill level. For example, when the skill level of the assembly station upgrades from level 1 to level 2, the probability of a player acquiring high-quality Skeleton Sculpture resources increases from 10% to 20%. This dynamic adjustment mechanism ensures that players who acquire more high-quality Skeleton Sculpture resources can more easily acquire subsequent high-quality resources, thus creating a positive incentive mechanism.
[0059] Furthermore, to further optimize the user experience, the game system can adjust the update rate of resource acquisition probability based on the rarity and quality of the skeleton resources. For example, when a player acquires a skeleton resource of extremely high quality or rarity, upgrading their attribute level can lead to a greater increase in the resource acquisition probability. This differentiated design not only increases the richness of the game but also incentivizes players to pursue skeleton resources of higher quality and rarity.
[0060] In some embodiments, the game system can also fine-tune the resource acquisition probability based on the player character's current equipment level and needs. For example, if the player character already has more than a preset threshold of the same type of skeleton resource equipped, the resource acquisition probability of that type of skeleton resource can be appropriately reduced to avoid resource waste. Conversely, if the player character lacks a specific type of skeleton resource, the resource acquisition probability of that type of skeleton resource can be increased to meet the player character's needs. To this end, in one embodiment, the resource acquisition probability updated according to the qualification level can be weighted using the number of the same type of skeleton resources already acquired by the game user, and then the weighted resource acquisition probability can be used to determine whether a defeated enemy target can be transformed into a skeleton resource.
[0061] As can be seen from the above process, during the player's participation in the game, the quality level of the assembly station and the resource acquisition probability have a continuously iterative and mutually reinforcing relationship. Specifically, when a player defeats an enemy target in the game scene and successfully obtains Skeleton Sculpture resources, the acquisition of these resources is based on the resource acquisition probability, which is determined by the quality level of the assembly station. The quality level of the assembly station is updated according to the resource value of the Skeleton Sculpture resources. As the quality level of the assembly station increases, the probability of the player obtaining high-quality Skeleton Sculpture resources also increases accordingly, and so on, continuously promoting a cycle. This dynamic adjustment mechanism makes it easier for players to obtain subsequent high-quality resources after acquiring more resources, thus forming a positive incentive cycle. This application achieves a dynamic balance between game difficulty and player skill level by dynamically adjusting the quality level of the assembly station and the resource acquisition probability, while optimizing resource allocation efficiency and the long-term player experience. This mechanism not only improves the game's playability and balance but also achieves significant technical advantages in terms of player terminal hardware operating efficiency and resource consumption.
[0062] First, by dynamically adjusting the resource acquisition probability, this application can accurately allocate resources based on the player's progress and behavior. This adaptive mechanism avoids the randomness and inefficiency of resource allocation in traditional fixed-probability mechanisms, reducing the chances of players acquiring useless resources and thus saving players' game time. From the perspective of the player's terminal hardware operating efficiency, this precise resource allocation reduces unnecessary data processing and storage requirements, lowering the resource overhead of the terminal device. For example, the player's terminal does not need to frequently handle the generation, storage, and display of large amounts of useless resources, thereby improving the device's operating efficiency.
[0063] Secondly, this application allows for further optimization of the convenience of resource acquisition for players by reasonably setting the absorbable range. This design not only enhances the player's gaming experience but also reduces the game system's consumption of player terminal hardware resources to a certain extent. For example, by limiting the size of the absorbable range, the burden on the player terminal's graphics processing unit (GPU) can be reduced, avoiding frequent rendering and processing of animation effects for resource collection within a large area. Simultaneously, it also reduces the player terminal's memory usage, because the business logic following the triggering of the resource absorption event only needs to be considered when the player character enters the absorbable range. When these business logics are not triggered, there is no need to rush to load the relevant business data into memory. Therefore, a reasonable absorbable range also helps improve the smoothness of terminal operation.
[0064] Furthermore, this application achieves adaptive adjustment of game difficulty by dynamically adjusting resource acquisition probability and qualification level. This mechanism not only enhances the game's playability but also reduces the frustration and boredom players may experience during gameplay. From the perspective of player terminal hardware efficiency, this adaptive adjustment mechanism reduces the resource consumption of the player terminal when processing player emotional fluctuations. For example, when players encounter excessively difficult challenges, increasing the resource acquisition probability helps players improve their abilities more quickly, thereby reducing the likelihood of device idleness or frequent restarts due to prolonged lack of progress.
[0065] Furthermore, this application enhances the player's immediate satisfaction and immersion by optimizing animation effects and feedback during the resource absorption process. This design not only enhances the player's gaming experience but also reduces resource consumption on the player's device to some 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 device but also reduces hardware resource consumption caused by real-time animation generation.
[0066] Based on any embodiment of the method in this application, according to the resource acquisition probability positively correlated with the qualification level of the assembly station held by the user controlling the player character, the method controls whether the hostile target transforms 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 enemy target, a random resource drop probability is generated for the enemy target;
[0068] When a player character defeats an enemy target in the game environment, the game system immediately triggers a random event generator to generate a resource drop probability for that enemy target. This probability can be represented as a random value between 0 and 1, used to subsequently determine whether the enemy target can be transformed into a resource. The generation of the resource drop probability is completely random, ensuring that the outcome of each battle is unpredictable, thereby increasing the game's replayability and challenge.
[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 a player character defeats an enemy target, a unique resource drop probability is generated based on the current seed value.
[0070] Step S3120: Determine a matching resource acquisition probability from the multiple resource acquisition probabilities of the game user based on the rarity index of the hostile target as the target reference probability;
[0071] In this embodiment, the game system maintains a set of resource acquisition probabilities for each game user. These probabilities are positively correlated with the quality level of the assembly station. For example, the resource acquisition probabilities include a base probability and an enhancement probability. The base probability is the basic probability that a player character will acquire Skeleton Plastic resources under normal circumstances, while the enhancement probability is a higher probability applicable under specific conditions (such as when a player character defeats a specific high-rarity enemy target). These two probability settings allow the game system to dynamically adjust the player's chances of acquiring Skeleton Plastic resources based on the rarity of the enemy target.
[0072] When a player character defeats an enemy target, the game system selects an appropriate resource acquisition probability based on the enemy target's rarity index. The rarity index is an attribute of the enemy target used to quantify its scarcity, typically related to factors such as the enemy target's difficulty and the value of its dropped resources. The game system selects a target reference probability from the player's resource acquisition probabilities 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 chooses the base probability as the target reference probability; while for highly rare enemy targets with a rarity index above the preset threshold, the game system chooses the enhanced probability as the target reference probability.
[0073] The game system categorizes hostile targets into different levels based on their rarity, with each level corresponding to a base probability and an enhancement probability. In this application, when determining the base probability and enhancement probability for game users based on the assembly station's qualification level, the corresponding base probability and enhancement probability are determined within specific resource acquisition probability intervals, where the interval corresponding to the enhancement probability is larger than the interval corresponding to the base probability. Therefore, ordinary hostile targets correspond to lower base probabilities, while rare hostile targets correspond to higher enhancement probabilities. In this way, the game system can dynamically adjust resource acquisition probabilities based on the rarity of hostile targets, thereby achieving precise control over game difficulty and resource allocation.
[0074] In one embodiment, the decision on whether to continue applying enhancement probabilities to rare hostile targets can be made based on whether the number of enhancement probability attempts applied by the game user when encountering rare hostile targets within a preset period has been exhausted. For example, it can be set that when the number of attempts is exhausted, even if a rare hostile target is encountered, only the base probability will be applied.
[0075] Based on the above method, the base probability or enhancement probability applicable to the hostile target currently encountered by the player character is determined. As a target reference probability, it can be used to decide whether the currently encountered hostile target can be transformed into a 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 the hostile target to become the avatar event corresponding to the skeleton resource.
[0077] When comparing the resource drop probability with the target reference probability, if the resource drop probability does not exceed the target reference probability (i.e., the resource drop probability is less than or equal to the target reference probability), an event is triggered where the hostile target transforms into the corresponding Skeleton Resource. This event signifies that the hostile target has successfully transformed into a Skeleton Resource, and the player character has the opportunity to acquire this resource to enhance their combat abilities. Conversely, if the resource drop probability exceeds the target reference probability, the hostile target will not transform into a Skeleton Resource, and the player character cannot obtain a Skeleton Resource from that target.
[0078] For example, suppose a player character defeats a high-rarity enemy target. The game system uses the enemy target's rarity index to select the enhancement probability as the target reference probability. If the randomly generated resource drop probability is 0.15, and the target reference probability is 0.20, then because the resource drop probability does not exceed the target reference probability, the enemy target will successfully transform into a skeleton resource. Conversely, if the resource drop probability is 0.25, exceeding the target reference probability, then the enemy target will not transform into a skeleton resource.
[0079] The probability-based comparison mechanism described above not only ensures the randomness of resource acquisition but also dynamically adjusts the target reference probability to match the game difficulty with the player's progress. For example, as the player acquires more high-quality skeleton resources, the assembly station's quality level increases, and the target reference probability also rises accordingly, thus increasing the player's chances of obtaining high-quality skeleton resources. This positive incentive mechanism encourages players to actively participate in the game and improve their abilities while maintaining the game's challenge and playability.
[0080] This mechanism also allows game developers to finely control the game's difficulty curve and resource allocation strategies by adjusting the calculation method and threshold of the target reference probability. For example, developers can adjust the specific values of the base probability and enhancement probability based on different stages of the game and the average progress of players to ensure game balance.
[0081] Therefore, by comparing the resource drop probability with the target reference probability, the system dynamically determines whether an enemy target will be transformed into a skeleton resource. This not only ensures the fairness and dynamism of resource acquisition, but also, through its association with the assembly station's qualification level, enables adaptive adjustments to game difficulty and player progress, thereby enhancing the overall game experience and playability.
[0082] Based on any embodiment of the method in this application, determining a matching resource acquisition probability as a target reference probability from multiple resource acquisition probabilities of the game user according to the rarity index of the hostile target includes:
[0083] Step S3121: Obtain multiple resource acquisition probabilities of the game user, including basic probability and enhancement probability, wherein 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.
[0084] In this embodiment, the game system maintains a set of resource acquisition probabilities for each game user. These probabilities are positively correlated with the quality level of the assembly station. The base probability is the basic probability of a player character acquiring Skeleton Plastic resources under normal circumstances, while the enhanced probability is a higher probability applicable under specific conditions (such as when a player character defeats a specific high-rarity enemy target). The setting of these two probabilities allows the game system to dynamically adjust the player's chances of acquiring Skeleton Plastic resources based on the rarity of the enemy target.
[0085] The game system first obtains multiple resource acquisition probabilities for the player, including a base probability and an enhancement probability. The base probability and enhancement probability each correspond to different set ranges, with the lower limit of the enhancement probability range never lower than the upper limit of the base probability range. This design ensures that the enhancement probability is always higher than or equal to the base probability, thus providing players with the opportunity to obtain higher-quality skeleton resources under specific conditions.
[0086] For example, suppose the base probability is set within the range of [0.05, 0.15], while the enhancement probability is set within the range of [0.15, 0.80]. This means that when a player character defeats a normal enemy target, the probability of obtaining Skeleton Plastic resources ranges from 5% to 15%; while when a player character defeats a high-rarity enemy target, the probability of obtaining Skeleton Plastic resources increases to 15% to 80%. This design not only increases the game's strategic depth but also incentivizes players to challenge stronger enemies to obtain higher-quality Skeleton Plastic resources.
[0087] Step S3122: When the rarity index of the defeated enemy target reaches a preset threshold, determine whether the game user has exhausted the rated number of enhancements in the current cycle. When the rated number of enhancements has been exhausted or the rarity index of the defeated enemy target has not reached the preset threshold, determine the base probability as the target reference probability.
[0088] When a player character defeats an enemy target, the game first checks whether the enemy target's rarity index has reached a preset threshold. This preset threshold is a value used to distinguish between ordinary enemy targets and high-rarity enemy targets. The game system uses this threshold to decide whether to enable the enhancement probability.
[0089] If the rarity index of a hostile target reaches or exceeds a preset threshold, the game system will further check whether the player has exhausted their allotted upgrade attempts for the current period. The allotted upgrade attempts are a limit designed to prevent players from excessively acquiring high-quality resources in a short period, thus maintaining game balance. The current period can be a fixed timeframe, such as a day or a week, or it can be the timeframe during which the player reaches a specific game stage.
[0090] If the allotted number of enhancement attempts has been exhausted, or the rarity index of the hostile target has not reached the preset threshold, the game system will select the base probability as the target reference probability. The base probability is the probability that a player character will obtain Skeleton Plastic resources under normal circumstances. It is positively correlated with the aptitude level of the assembly station, reflecting the player character's current equipment level and game progress. The base probability is typically set in a low range, such as [0.05, 0.15], meaning that under normal circumstances, the probability of a player obtaining Skeleton Plastic resources is relatively low.
[0091] Step S3123: When the rated number of enhancements has not been exhausted, determine the enhancement probability as the target reference probability.
[0092] When a player character defeats an enemy target whose rarity reaches a preset threshold, and the player has not yet exhausted their allotted enhancement attempts for the current period, the game system will select the enhancement probability as the target reference probability. This ensures that players have a chance to obtain higher-quality skeleton resources under specific conditions, while maintaining game balance by limiting the number of enhancement attempts. Specifically, if the allotted enhancement attempts have not been exhausted, the game system will select the enhancement probability as the target reference probability, thereby providing players with a higher chance of resource acquisition.
[0093] By limiting the number of upgrade attempts, the game system can effectively control the frequency of high-quality resource distribution. For example, the game can set 15 upgrade opportunities per player per week. Once these opportunities are exhausted, even if the player continues to defeat high-rarity enemy targets, they can only obtain Skeleton Resources according to the base probability. This mechanism not only increases the game's strategic depth but also prevents players from obtaining high-quality resources indefinitely by repeatedly defeating rare enemy targets, thus avoiding excessive inflation and resource devaluation in the game.
[0094] Through the above embodiments, this application introduces a specific dynamic adjustment mechanism for base probability and enhancement probability, significantly improving the game's balance and playability. Compared with traditional mechanisms and other embodiments of this application, this embodiment dynamically selects the base probability or enhancement probability based on the rarity index of the hostile target, providing players with a richer gaming experience. This mechanism not only incentivizes players to challenge more difficult hostile targets to obtain higher-quality skeleton resources, but also effectively prevents players from excessively acquiring high-quality resources in a short period by limiting the number of enhancements, thereby avoiding game inflation and resource devaluation. Furthermore, by setting a lower limit for the enhancement probability that is not lower than the upper limit for the base probability, this application ensures that the enhancement probability is always higher than the base probability, further enhancing the game's strategic depth. This dynamic adjustment mechanism not only enhances the game's long-term appeal but also optimizes the overall game balance by reasonably controlling the frequency of resource allocation, allowing players to obtain a fair and challenging gaming experience at different game stages.
[0095] Based on any embodiment of the method in this application, the qualification level of the assembly station is updated according to the resource value of the skeletal plastic resource. When the qualification level changes, an update of the resource acquisition probability is triggered, including:
[0096] Step S3410: When the skeleton sculpture resource is the first resource of the same type in the skeleton sculpture collection, the current capability score of the assembly platform is added to the resource value of the skeleton sculpture resource to obtain the latest capability score;
[0097] When a player character successfully acquires a new skeleton resource and stores it in the Skeleton Collection, the game system checks if this resource is the first of its kind in the collection. If so, the current ability score of the assembly station is added to the resource value of the newly acquired skeleton resource to obtain a new value. This new ability score is the basis for assessing whether the assembly station's qualification level needs to be upgraded, and it comprehensively measures the breadth of skeleton resources that the assembly station can assemble.
[0098] The resource value of a skeleton resource is used to measure its importance and utility in the game. Resource value can be determined by a single attribute of the skeleton resource, such as its rarity index, or by a combination of factors including quality, rarity index, and the attribute bonuses it provides. For example, high-quality skeleton resources (such as 5-star skeletons) typically have higher resource value, while low-quality skeleton resources (such as 2-star skeletons) have lower resource value.
[0099] During the accumulation process, the game system directly adds the resource value of the skeleton resources 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 of all skeleton resources currently equipped by the player character. In this way, the game system can dynamically evaluate the player character's equipment level and game progress.
[0100] Step S3420: Determine whether the latest ability score hits the ability range corresponding to the higher qualification level. 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.
[0101] The game system further determines whether this latest ability score falls within the ability range corresponding to a higher aptitude level. Specifically, the game system sets an ability range for each aptitude level. These ranges are used to measure whether the current ability score of the assembly station meets the standard for upgrading the aptitude level. For example, suppose the ability range for aptitude level 1 is [0, 100], the ability range for aptitude level 2 is (100, 200], the ability range for aptitude level 3 is (200, 300], and so on. When a player character acquires a new skeleton resource, the current ability score of the assembly station is added to the resource value of that skeleton resource to obtain the latest ability score. If this latest ability score reaches the upper limit of the ability range corresponding to the current aptitude level, but does not enter the ability range corresponding to the next aptitude level, the aptitude level upgrade will not be triggered.
[0102] If the latest ability score does not fall within the ability range corresponding to a higher aptitude level (i.e., the latest ability score is still within the ability range corresponding to the current aptitude level), the game system will not trigger an update to the resource acquisition probability, maintaining the assembly station at its original aptitude level. For example, if a player character's current assembly station aptitude level is 1, and their current ability score is 80, and the player character acquires a Skeleton Sculpture resource with a resource value of 10, adding the resource value of this Skeleton Sculpture resource to the assembly station's current ability score results in a latest ability score of 90. Since the latest ability score of 90 is still within the ability range [0, 100] of aptitude level 1, the game system will not trigger an upgrade to the aptitude level, and the assembly station will remain at aptitude level 1.
[0103] Step S3430: When a hit occurs, trigger an update of the resource acquisition probability, including: upgrading the qualification level of the assembly station to the higher qualification level; and adjusting the acquisition probability of each resource accordingly to the higher qualification level.
[0104] If the latest ability score reaches the ability range corresponding to a higher qualification level, the game system will upgrade the assembly table's qualification level to that higher qualification level. For example, suppose the player character's current assembly table qualification level is 1, and its current ability score is 80. The player character acquires a skeleton resource with a resource value of 30, adds this skeleton resource's resource value to the assembly table's current ability score, resulting in a latest ability score of 110. If the ability range for qualification level 2 is (100, 200], then the latest ability score of 110 falls within this range, and the game system will trigger a qualification level upgrade, raising the assembly table's qualification level to 2.
[0105] Upgrading the crafting station's aptitude level not only recognizes the player character's equipment level but also directly affects resource acquisition probabilities. When the crafting station's aptitude level increases, the game system recalculates the resource acquisition probabilities based on the new aptitude level. Specifically, the game system adjusts the acquisition probabilities of each resource, such as the base probability and enhancement probability mentioned in this application, according to preset rules to ensure that player characters have a higher chance of obtaining high-quality skeleton resources at the new aptitude level. The adjustments to the acquisition probabilities of each resource can be made within their corresponding set range according to preset strategies. For example, the preset strategy can be configured so that for each aptitude level increase of the crafting station, the resource acquisition probability increases by 0.05 from the original value. This adjustment mechanism not only incentivizes players to upgrade the crafting station's aptitude level but also maintains the game's challenge and playability by dynamically adjusting resource acquisition probabilities.
[0106] The dynamic qualification level adjustment mechanism and its corresponding update of resource acquisition probability introduced in the above embodiments bring significant technical advantages to the game system compared to other embodiments.
[0107] First, by directly linking the resource value of skeletons to the aptitude level of the assembly station, and determining whether to upgrade the aptitude level based on whether the latest ability score falls within the ability range corresponding to a higher aptitude level, this mechanism achieves a precise assessment of the player character's equipment level and game progress. This not only ensures that players receive reasonable returns after acquiring new resources, but also provides players with a clear growth path and goals through aptitude level upgrades, enhancing the game's long-term appeal and player engagement.
[0108] Secondly, the dynamic adjustment of resource acquisition probabilities after upgrading skill levels further optimizes the game's balance. This adjustment mechanism allows players to more efficiently acquire subsequent resources after obtaining high-quality skeleton resources, thus creating a positive incentive cycle. Simultaneously, by specifically adjusting the base and enhancement probabilities of resource acquisition upon skill level upgrades, the game system can flexibly adjust the frequency and quality of resource distribution based on the player's actual progress and equipment level, ensuring that the game difficulty matches the player's ability and avoiding a poor gaming experience due to resources being too easy or too difficult to obtain.
[0109] Furthermore, this dynamic adjustment mechanism provides game developers with powerful tools for fine-tuning the game's difficulty curve and resource allocation strategies. Developers can flexibly set the conditions for skill level upgrades and the adjustment range of resource acquisition probabilities based on different game stages and players' average progress, thereby achieving precise control over the overall game pace and player experience. This flexibility not only helps maintain the game's long-term appeal but also adapts to the needs of different player groups, enhancing the game's market competitiveness.
[0110] Based on any embodiment of the method in this application, before setting the corresponding absorbable range of the skeleton resource when the hostile target is transformed into the skeleton resource, the method includes:
[0111] Step S2100: In response to the hostile target avatar corresponding to the avatar resource, 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;
[0112] When a player character defeats an enemy target and triggers an avatar event, the game system responds immediately by first locating the enemy target's animated model in the area where the enemy target was defeated. By capturing and recording the enemy target's position coordinates, it ensures that the spawn location of the avatar resource matches the enemy target's original location. For example, if an enemy target is defeated at specific coordinates (x, y, z) on the game map, the avatar resource's animated model will also be located at those coordinates or within a preset area around them.
[0113] To effectively represent the residual sculpture effect of hostile targets, the next step is to fix the animated model of the hostile target in a static pose, ensuring its posture remains unchanged. This fixed pose adjustment allows players to more clearly observe the generation process of the skeletal sculpture resource and provides a stable visual foundation for subsequent visual effects rendering. The fixed pose can be a preset model state, such as the death pose of the hostile target or a pose where it is stationary relative to the game map. This pose adjustment not only enhances the continuity of the visual effects but also provides players with intuitive feedback indicating that the hostile target has been successfully transformed into a skeletal sculpture resource.
[0114] In practice, this process can be accomplished using the game engine's animation system and physics engine. The game engine quickly adjusts the animated model of an enemy target to a preset, fixed pose based on the target's animation data and current state. 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 use the physics engine to fix its model at a specific location on the game map and maintain a specific pose.
[0115] This positioning and posture adjustment mechanism also provides a foundation for subsequent determination of the quality of skeletal sculpture resources and acquisition of display parameters. By ensuring that the animated model of the skeletal sculpture resource is in a stable and visible state, the game system can more accurately determine the quality of the skeletal sculpture resource based on the rarity index of the hostile target and the quality level of the assembly station, and obtain the corresponding display parameters.
[0116] Step S2200: Determine the quality of the skeleton resource based on the rarity index of the hostile target and the qualification level of the assembly station, and obtain the display parameters corresponding to the quality.
[0117] When a hostile target transforms into a skeleton resource, the game system determines the resource's quality based on the target's rarity and the crafting station's quality level. The rarity is an attribute of the hostile target used to quantify its scarcity, typically related to factors such as the target's difficulty and the value of its dropped resources. The crafting station's quality level reflects the player character's current equipment level and game progress. By combining these two factors, the game system can determine the quality of the skeleton resource, ensuring that the resources acquired by the player are commensurate with their abilities and game stage.
[0118] For example, if a hostile target has a high rarity, indicating a difficult enemy, its transformation into a skeleton resource might yield high-quality skeleton resources. Simultaneously, if the player character's crafting station has a high aptitude, signifying progress in the game, the system might further improve the quality of the skeleton resources to match the player's equipment level. Conversely, if the hostile target has a low rarity or the player character's crafting station has a low aptitude, the quality of the generated skeleton resources might be correspondingly lower.
[0119] After determining the quality of the sculpted resource, the game system acquires the display parameters corresponding to that quality. These display parameters include visual elements such as the resource's appearance, effects, transparency, and animation effects. These elements are used to visually showcase the resource's quality and characteristics within the game scene. For example, a high-quality sculpted resource might have more elaborate visual effects, such as glowing, shimmering, or special textures, while a low-quality resource might have a more ordinary appearance. In one embodiment, the display parameters may only include the colors needed to represent its appearance; different qualities of sculpted resources correspond to different target colors, using color differences to represent different qualities of the sculpted resources.
[0120] Step S2300: Re-render the animation model according to the display parameters, so that the animation model is displayed as the residual statue of the hostile target, as the skeleton resource.
[0121] Once the display parameters are determined, the game system re-renders the animated model of the enemy target according to these parameters. This process can be accomplished through the game engine's rendering system. The game engine adjusts the animated model's color, texture, transparency, lighting effects, and other attributes based on the specific content of the display parameters, making the animated model of the enemy target appear as a vestigial sculpture of the enemy. For example, if the display parameters indicate that the sculpted resource should have a glowing effect, the game engine will add a glowing material to the animated model and adjust its lighting parameters to achieve this effect. If the display parameters indicate that the sculpted resource should have a special texture, the game engine will apply the corresponding texture map to the animated model.
[0122] In one embodiment, display parameters may include transparency corresponding to quality, with the game system adjusting the transparency of the animated model based on the quality of the sculpted resource. For example, a high-quality sculpted resource may have lower transparency to make it stand out more in the game scene, while a low-quality sculpted resource may have higher transparency to reduce its visual interference with the game scene. This transparency adjustment can be achieved through the game engine's material system and rendering pipeline.
[0123] In another embodiment, the display parameters may include only the colors needed to represent the appearance. Different quality skeleton assets correspond to different target colors, using color differences to represent different quality skeleton assets. For example, high-quality skeleton assets may be presented as gold or silver, while low-quality skeleton assets may be presented as gray or brown. The game system adjusts the material colors of the animated models according to these target colors, thereby achieving the visual effect of the skeleton assets.
[0124] This application significantly enhances the game's visual effects and player experience compared to traditional technologies by dynamically adjusting the visual appearance and quality of skeleton resources. In traditional technologies, resource generation after defeating enemy targets is often decoupled, lacking a connection to enemy target characteristics and player progress, resulting in a lack of dynamism and personalization in the resource acquisition process. This application, however, determines the quality of skeleton resources by combining the rarity index of the enemy target and the quality level of the assembly station. Based on the enemy target's own animation model, it uses display parameters corresponding to the enemy target's quality to represent the skeleton effect, achieving dynamic and personalized resource generation. This mechanism not only enhances the game's visual effects, closely linking the appearance of skeleton resources to the rarity of the enemy target and the player's progress, but also provides players with intuitive and personalized feedback through dynamic adjustments to visual elements such as transparency, color, and effects. For example, high-quality skeleton resources can be highlighted with glowing effects and low transparency, while low-quality skeleton resources are reduced visual interference with a normal appearance and high transparency, thereby optimizing the player's visual experience. Furthermore, this dynamic generation mechanism enhances the game's immersion and interactivity, allowing players to feel a close connection with the game environment and their own progress when acquiring resources, further increasing the game's appeal and playability.
[0125] Based on any embodiment of the method in this application, the method of this application further includes:
[0126] Step S4100: In response to the resource assembly event acting on the assembly table, associate the multiple resource slots of the assembly table with the player character specified by the event, and display the list of unoccupied and unlocked skeleton resources in the skeleton collection library;
[0127] The game system's graphical user interface provides an entry point to the assembly table, which players can access during gameplay. The assembly table is the interface platform for player characters to equip skeleton resources, allowing users to manage and configure these resources. The assembly table uses the player character as the entry point; when a player touches any player character, a resource assembly event is triggered. The game system responds to this event, associating multiple resource slots on the assembly table with the specified player character. Each resource slot is a specific area on the assembly table used to place a skeleton resource; each slot can hold one skeleton resource.
[0128] In other embodiments, game users can trigger resource assembly events by clicking or selecting buttons or menu items on the assembly table. For example, players can select the "Equip" option in the main game menu to enter the assembly table interface. The assembly table interface typically displays the player character's current equipment status and available resource slots. In some embodiments, each resource slot may have specific attribute requirements; for example, some slots may only be able to hold specific types of skeleton resources.
[0129] When responding to resource loading events, the game system dynamically displays available resource slots based on the player character's current status and the loading station's configuration. For example, if the player character has already equipped some skeleton resources, the loading station interface will display the slots for those equipped resources, as well as the remaining free slots. In addition, the game system also retrieves unoccupied and unlocked skeleton resources from the skeleton collection and lists them on the loading station interface for the player to specify. For example, the player can trigger a resource loading event by dragging and dropping or selecting a menu item, which moves the skeleton resource from the skeleton collection to a resource slot on the loading station.
[0130] In some embodiments, the resource slots on the assembly table can have different functions and limitations. For example, some slots can be designated for loading primary sound skeleton resources, which activate specific skeleton skills; while other slots can be designated for loading secondary sound skeleton 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: In response to a resource loading event acting on any of the displayed audio resources, load the target material resource specified by the event into the target resource slot specified by the event;
[0132] Game users 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 detects this operation and responds to a resource loading event. Upon responding to the resource loading event, the game system performs the following actions: First, it verifies 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 or consonant skeletons. If the skeleton resource does not meet the slot requirements, the game system prompts the player and prevents the loading operation. Then, if the skeleton resource meets the slot requirements, the game system moves the skeleton resource from the skeleton collection to the specified resource slot. This process can be accomplished by updating the game's internal data structures; for example, recording an identifier indicating that a skeleton resource is already occupied by a player character in the skeleton collection and adding it to the resource slot's data structure. Furthermore, the game system updates the display on the assembly table interface to reflect the loading status of the skeleton resource. For example, once a resource slot is loaded, it will display an icon or model of the Skeleton Sculpture resource, and the Skeleton Sculpture resource list in the Skeleton Sculpture collection will be updated accordingly, removing the loaded Skeleton Sculpture resource.
[0133] In some embodiments, the game system may also provide additional feedback, such as sound effects or animations, 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 short animation, such as the skeleton resource's icon flashing or glowing.
[0134] Step S4300: In response to the assembly submission event acting on the assembly station, the player character's combat power configuration information is set by integrating the equipment information of the skeleton resources assembled in each resource slot.
[0135] After a player loads a skeleton resource, they can trigger an assembly submission event using the submission control provided at the assembly station. The game system responds to this event by reading the equipment information of the skeleton resources in each resource slot. This information includes the quality, type, attribute bonuses, and whether specific skills are activated. Based on this information, the game system performs a series of calculations and adjustments to integrate the player character's combat power configuration.
[0136] Specifically, the game system adjusts the player character's base attributes based on the attribute bonuses provided by the equipped skeleton resources. For example, if equipped skeleton resources provide additional health, attack power, or defense, the game system will add these bonuses to the player character's base attributes. Furthermore, if certain skeleton resources activate specific skeleton skills, the game system will add these skills to the player character's skill list and update parameters such as skill cooldown time and effect range.
[0137] In some embodiments, the game system also provides additional synergistic effects based on the type and combination of Skeleton Resources. For example, if a player character is equipped with both primary and secondary Skeleton Resources, the game system will provide additional attribute bonuses or special effects based on the combination of these two resources. This synergistic effect not only increases the strategic depth of the game but also encourages players to experiment with different Skeleton Resource combinations to optimize their character's combat power.
[0138] During the integration process, the game system will update the player character's combat configuration information, including the character's total combat power, attribute distribution, and skill list. This information will be reflected in the game interface in real time, allowing players to clearly understand their character's current combat status. For example, the character's total combat power is displayed as a numerical value in the character's status bar, while the attribute distribution and skill list are displayed in detail in the character's information panel.
[0139] The embodiments described above significantly enhance the flexibility of player character combat configuration and the strategic depth of the game by introducing multiple resource slots and implementing a fusion mechanism for skeleton resources. By setting multiple resource slots on the assembly table, players can freely select and combine different skeleton resources according to their needs and combat strategies. This mechanism not only allows players to personalize their configurations based on the type, quality, and attribute bonuses of skeleton resources, but also integrates the attribute bonuses and skill effects of multiple skeleton resources into the player character's combat configuration through a fusion process, thereby achieving a significant increase in combat power. Furthermore, the diverse functions and limitations of the resource slots, such as the different roles of primary and secondary skeleton slots, further enrich the player's strategic choices and increase the game's depth. By dynamically adjusting the display and functions of the slots, the game system can provide the optimal equipment solution based on the player character's current status and needs. This fusion mechanism not only enhances the player character's combat capabilities but also strengthens the player's interactive experience and sense of control over their character's status by updating combat configuration information in real time.
[0140] Based on any embodiment of the method in this application, before loading the target resource specified by the event into the target resource slot specified by the event in response to a resource loading event acting on any of the displayed audio resources, the method includes:
[0141] Step S4210: Obtain the upper limit of the rarity index of the assembly station according to the qualification level of the assembly station;
[0142] The aptitude level of the assembly station is a crucial indicator of a player character's current equipment level and game progress. A higher aptitude level allows for a higher rarity cap of skeletal resources that the player character can equip. The game system dynamically determines the maximum rarity of skeletal resources a player can currently equip through a mapping relationship between aptitude level and rarity cap. This mapping relationship can be implemented using a pre-defined configuration table or algorithm, ensuring that the relationship between aptitude level and rarity cap is clear and scalable.
[0143] For example, assuming the assembly station's qualification level is 1, the rarity index cap might be set to 5; while when the qualification level is increased to 2, the rarity index cap might increase to 8. This dynamic adjustment mechanism allows the game system to gradually unlock the loading function of higher rarity skeleton resources based on the player's progress, thereby maintaining the game's balance and challenge.
[0144] The game system can look up the corresponding rarity index cap from a preset configuration table based on the aptitude level of the assembly station. This configuration table, which contains the mapping between aptitude levels and rarity index caps and can be stored on the game server or the player's local storage, allows the game system to quickly locate the corresponding rarity index cap by reading the current aptitude level of the assembly station.
[0145] Step S4220: Calculate the index margin of the sum of the rarity indices of the loaded skeleton resources in the plurality of resource slots relative to the upper limit of the rarity index;
[0146] After obtaining the rarity index cap, the game system iterates through each resource slot on the assembly table, reads the rarity index of the loaded skeleton resources, and calculates the sum of these rarity indices. The sum of the rarity indices reflects the overall rarity of the currently loaded skeleton resources. By comparing the sum of the rarity indices with the rarity index cap, the maximum rarity margin of the currently loadable skeleton resources can be calculated, i.e., the index margin. The index margin is used to limit the player's selection range when loading skeleton resources in the future, ensuring that it does not exceed the range allowed by the player's qualification level.
[0147] For example, suppose the assembly station's qualification level is 2, corresponding to a rarity index cap of 8. If the assembly station already has two skeleton resources with rarity indices of 1 and 2 respectively, then the total rarity index is 3. In this case, the difference between the rarity index cap and the total rarity index is the index margin, which is 5. This means that when loading skeleton resources later, the player cannot select skeleton resources with a rarity index exceeding 5.
[0148] Step S4230: Select skeletal sculpture resources from the skeletal sculpture collection that have a rarity index not exceeding the index remainder, and display them on the graphical user interface;
[0149] The game system has calculated the maximum rarity margin, or index margin, of the currently configurable skeleton resources. Next, all skeleton resources with a rarity index not exceeding this index margin can be selected from the skeleton collection. The skeleton collection stores all of the player's skeleton resources, marking their occupied and locked states, and also recording their rarity index, quality, attribute bonuses, and other information.
[0150] During the selection process, the game system iterates through each skeleton artifact in the collection, checking if its rarity index is less than or equal to the index balance. If the condition is met, the skeleton artifact is selected and displayed on the graphical user interface. The graphical user interface displays these eligible skeleton artifacts in a list or grid format, and players can select one of them to load by clicking or dragging and dropping.
[0151] For example, suppose the current index balance is 5. The Skeleton Sculpture Collection contains multiple Skeleton Sculpture resources with rarity indices of 1, 3, 4, 6, and 7. The game system will filter out Skeleton Sculpture resources with rarity indices of 1, 3, and 4 and display them on the graphical user interface. Skeleton Sculpture resources with rarity indices of 6 and 7 will not be displayed because they exceed the index balance.
[0152] This filtering mechanism not only ensures that players' choices comply with the game rules, but also provides clear guidance through an intuitive graphical user interface. Players can select the most suitable resources from the displayed skeleton resources to load based on their needs and strategies.
[0153] Step S4240: Respond to the touch operation of the game user touching the target plastic resource in the graphical user interface, and trigger the corresponding resource loading event.
[0154] For the list of skeleton resources displayed on the graphical user interface with a rarity index not exceeding the index margin, the game user can select one of the skeleton resources as the target skeleton resource through touch operations (such as clicking, dragging and dropping) and place it in the desired resource slot. Accordingly, 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, to ensure the accuracy and reliability of the operation, the game system performs a series of verifications during the loading process. First, the system confirms whether the target skeleton resource meets the requirements of the resource slot, such as whether its rarity index is within the allowed range and whether it matches the type of the slot (e.g., tonic skeleton or consonant skeleton). If the target skeleton resource meets all conditions, the system updates its internal data structure, changing the status of the skeleton resource from "unoccupied" to "occupied," and updates the data record of the resource slot.
[0156] Through the above embodiments, this application provides game users with an intuitive, flexible, and game-rule-compliant mechanism for assembling Skeleton resources, significantly enhancing the interactive experience. This intuitive operation not only reduces the learning curve for assembling Skeleton resources but also improves assembly efficiency. Furthermore, the verification operation performed during the loading process further ensures the accuracy and reliability of the operation, preventing resource waste or game progress delays caused by player errors. Through this mechanism, players can freely select and combine Skeleton resources according to their needs and strategies, thereby optimizing their character's combat power and enhancing the game's strategic depth and playability.
[0157] Based on any embodiment of the method in this application, the player character's combat power configuration information is fused and set according to the equipment information of the skeleton resources equipped in each resource slot, including any one or more of the following:
[0158] Step S4310: Based on the same combat attribute data of the skeleton resources in each resource slot, enhance the corresponding combat attribute data in the player character's combat power configuration information;
[0159] Each skeleton resource possesses specific combat attribute data, including but not limited to health, attack power, defense, and critical hit rate. When a player equips multiple skeleton resources in a resource slot, the game system reads their combat attribute data and merges attributes of the same type. For example, if a player equips multiple skeleton resources in multiple resource slots, and each resource provides an additional health bonus, the game system will accumulate these bonuses, thereby increasing the health data in the player character's combat configuration information.
[0160] In practice, the game system manages and calculates these combat attribute data through internal data structures. For example, if a player equips three Skeleton resources in their resource slot, providing bonuses of 100, 150, and 200 health points respectively, the game system will accumulate these bonuses, ultimately providing the player character with a total of 450 health points. This accumulation mechanism not only enhances the player character's survivability but also strengthens the game's strategy and playability by dynamically adjusting combat attribute data.
[0161] Furthermore, the game system can weight 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 taking up a larger proportion in the fusion calculation. This weighting mechanism further enriches players' strategic choices and encourages them to pursue high-quality skeleton resources.
[0162] Accordingly, the game system can dynamically adjust the player character's combat power configuration based on the combat attribute data of the skeletal resources equipped by the player. This mechanism not only enhances the player character's combat capabilities but also strengthens the player's interactive experience and sense of control over their character's status through intuitive attribute bonuses.
[0163] Step S4320: When the different types of skeleton resources in each resource slot reach the corresponding quantity, increase the corresponding combat attribute data in the combat power configuration information according to the combat attribute data in the set configuration information corresponding to the quantity.
[0164] The game system can check the types and quantities of skeleton resources loaded in each resource slot. When different combinations of specific types of skeleton resources reach a preset quantity, a set effect can be triggered. The set effect is implemented based on preset set configuration information, which defines which additional combat attribute bonuses the player character will receive when a certain number of specific types of skeleton resources are combined.
[0165] For example, suppose there's a set bonus in the game where a player character gains an additional attack power bonus when equipped with three different types of specific skeleton resources; equipping five grants an even higher attack power bonus and additional defense. This set bonus not only increases the game's strategic depth but also encourages players to experiment with different combinations of skeleton resources to maximize their character's combat capabilities.
[0166] In practice, the game system can maintain a set configuration table, which records the set effects corresponding to the combination quantities of different types of skeleton resources. When the player character's resource slots are filled with the required quantity of different types of skeleton resources for a certain set configuration, the system reads the set configuration information and updates the player character's combat power configuration information based on the defined combat attribute data.
[0167] Accordingly, the game system can dynamically provide additional combat attribute bonuses and set effects based on the type and quantity of skeletal resources equipped by the player character. This mechanism not only enhances the player character's combat capabilities but also increases the game's strategy and diversity, allowing players to select and combine different skeletal resources according to their playstyle and combat needs to achieve the best combat results.
[0168] Step S4330: Obtain corresponding collaborative configuration information based on the complementary multiple skeleton resources in each resource slot, and improve the corresponding combat attribute data in the combat power configuration information based on the combat attribute data in the collaborative configuration information.
[0169] By acquiring corresponding synergistic configuration information from multiple complementary skeleton resources in each resource slot, and by improving the combat attribute data in this synergistic configuration information to enhance the player character's combat power configuration, it can be ensured that the player character's combat ability is significantly improved through the synergistic effect between skeleton resources.
[0170] Specifically, synergistic configuration information refers to the additional combat attribute bonuses or special effects that may occur when multiple skeleton resources are equipped simultaneously. These synergies are typically based on the type, quality, attributes, or other specific conditions of the skeleton resources. For example, some skeleton resources may provide a single attribute bonus when equipped, but when combined with certain other skeleton resources, they will trigger additional synergistic bonuses, further enhancing the player character's combat capabilities. Complementary relationship data between skeleton resources can be stored in the skeleton resource's own equipment information.
[0171] In practice, the game system reads the equipment information of the skeleton resources in each resource slot, including their type, attributes, and synergy conditions. When multiple skeleton resources are detected to meet specific synergy conditions, the system calculates and applies corresponding combat attribute bonuses based on preset synergy configuration information. This synergy configuration information, which contains the mapping relationship between skeleton resource combinations and synergy effects, can be stored in the game server or the player's local storage.
[0172] For example, suppose a player character is equipped with two Skeleton Resources: a Dominant Skeleton and a Consonant Skeleton. The Dominant Skeleton provides an attack bonus, while the Consonant Skeleton provides a defense bonus. When both Skeleton Resources are equipped simultaneously, they may trigger a synergistic effect, further increasing the player character's health. This synergy not only adds to the game's strategic depth but also encourages players to experiment with different Skeleton Resource combinations to optimize their character's combat capabilities.
[0173] In another embodiment, the collaborative configuration information can involve a specific combination of multiple skeleton resources. For example, when a player character equips three specific types of skeleton resources, a special combat skill or attribute bonus may be activated. This combined effect can be predefined or dynamically generated, depending on the game's design requirements.
[0174] Accordingly, the game system can dynamically adjust the player character's combat abilities based on the synergistic effects between the skeleton resources. This mechanism not only enhances the game's playability and strategy but also strengthens the player's interactive experience and sense of control over their character's status through intuitive synergistic effects.
[0175] Step S4340: Configure the combat skill of the skeleton resource in the first resource slot of each resource slot as the default combat skill in the combat configuration information.
[0176] After a player loads a skeleton resource, the game system checks the skeleton resources in each resource slot. The first resource slot usually has special significance; for example, it might be the main skeleton resource slot, and the skeleton resources loaded in this slot typically have higher priority. The game system reads the combat skill information of the skeleton resources in that slot and configures it as the player character's default combat skill. This configuration method ensures that the player can quickly use the skill in combat, thereby improving combat efficiency.
[0177] For example, suppose a player loads a Skeleton resource with the "Powerful Impact" skill in their first resource slot. The game system will set "Powerful Impact" as the player character's default combat skill. When the player presses the skill hotkey during combat, the character will automatically unleash "Powerful Impact," without requiring manual skill selection. This automatic configuration mechanism not only simplifies the operation process but also ensures that players can fully utilize the Skeleton resource's combat skills.
[0178] In some embodiments, the game system dynamically adjusts the effects of default combat skills based on the quality and rarity of the skeletal resources. For example, high-quality skeletal resources may provide more powerful default combat skill effects, while low-quality skeletal resources may provide weaker effects. This dynamic adjustment mechanism further optimizes the player character's combat capabilities, ensuring they match the player's equipment level.
[0179] Furthermore, the game system provides clear feedback on the graphical user interface, informing players of the current default combat skills. For example, skill icons may be highlighted on the screen, or a prompt may be displayed informing players of the current default combat skills and their effects. This feedback mechanism not only enhances the player's interactive experience but also helps players better understand their character's combat abilities.
[0180] Through the steps described above, the game system can dynamically integrate and configure the player character's combat power based on the equipment information of the skeletal resources equipped by the player character. This mechanism not only enhances the player character's combat capabilities but also provides rich strategic choices and optimization space through set effects, synergy effects, and default skill settings, significantly improving the game's playability and player experience.
[0181] Based on any embodiment of the method in this application, the method of this application further includes:
[0182] Step S5100: In response to the synthesis assembly event, multiple 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 a list of idle resources.
[0183] The game system provides an entry point within the game scene, allowing players to easily access the crafting table and select the crafting function to trigger the crafting process. When a player triggers a crafting event, the game system displays multiple resource slots on the crafting table. These slots are specific areas for placing skeleton resources, with each slot holding one skeleton resource. Simultaneously, the game system retrieves all unoccupied and unlocked skeleton resources from the skeleton collection and displays them as an idle resource list on the crafting table. This display method allows players to clearly see the currently available skeleton resources, facilitating the selection and combination of these resources for crafting.
[0184] In practice, the game system displays resource slots and an idle resource list through a graphical user interface. Resource slots are displayed graphically on the assembly table interface, with each slot showing a corresponding slot icon. The idle resource list, either as a list or grid, displays idle skeleton resources as icons or models on the other side of the interface, allowing players to select resources by clicking or dragging.
[0185] For example, suppose a player selects the "Crafting" option in the game's main menu and enters the crafting interface. In this interface, the player can see multiple available resource slots, as well as a list displaying all unoccupied and unlocked skeleton resources. Players can drag and drop skeleton resources from the list to resource slots, or select them by clicking to load them into a specific slot.
[0186] Step S5200: In response to the synthesis loading event, load the target plastic resource in the idle resource list specified by the event into the target resource slot specified by the event;
[0187] When a player moves a skeleton resource from the list to a resource slot by dragging and dropping, or loads a skeleton resource into a specified slot by clicking, a corresponding crafting loading event is triggered. Responding to this event will load the target skeleton resource from the idle resource list specified by the event into the target resource slot specified by the event.
[0188] For example, suppose a player selects the "Crafting" option in the game's main menu and enters the crafting interface. In this interface, the player can see multiple available resource slots, as well as a list displaying all unoccupied and unlocked skeleton resources. Players can drag and drop skeleton resources from the list to resource slots, or select them by clicking to load them into a specific slot.
[0189] During the loading process, for the skeleton resources loaded into the corresponding resource slots, the game system can update the corresponding data records in the skeleton collection library, changing the status of the skeleton resources from "unoccupied" to "occupied" to avoid data conflicts.
[0190] Furthermore, the game system can provide real-time feedback on the graphical user interface to enhance the player's interactive experience. For example, when a skeleton 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 skeleton resource icon flashing or glowing. This visual and auditory feedback mechanism not only confirms the player's actions but also enhances the game's immersion.
[0191] Step S5300: Respond to the synthesis submission event and, based on the equipment information of the skeleton resources equipped in each resource slot, fuse and generate new skeleton resources.
[0192] Once a player has loaded a Skeleton Sculpture resource, they can trigger a crafting submission event using the submission control in the crafting interface. Upon responding to this event, the game system reads the equipment information of the Skeleton Sculpture resources already loaded in each resource slot. This information includes the quality, rarity, attribute bonuses, and whether specific skills are activated. Based on this information, the game system executes a series of pre-defined calculations and logical operations to fuse and generate a new Skeleton Sculpture resource.
[0193] The process of fusing and generating new skeleton resources can be accomplished through preset crafting rules. These rules define which skeleton resources can be combined, and the attributes and characteristics of the resulting skeleton resource. For example, assuming a player has two skeleton resources with rarity levels of 3 and 4 in their resource slots, the crafting rules can specify that these two skeleton resources can be combined to generate a new skeleton resource with a rarity level of 6. The newly generated skeleton resource can inherit some of the attribute bonuses of the original resource and may gain additional special attributes or skills.
[0194] Furthermore, crafting rules can also include considerations for the quality of Skeleton Sculpture resources. For example, high-quality Skeleton Sculpture resources can provide higher base attribute bonuses during crafting, or have a higher probability of obtaining rare attributes when generating new resources. This mechanism not only increases the game's strategic depth but also encourages players to collect and combine high-quality Skeleton Sculpture resources to obtain more powerful new resources.
[0195] Step S5400: In response to the storage confirmation event, store the new skeleton sculpture resource into the skeleton sculpture collection library, and delete the merged skeleton sculpture resources from the skeleton sculpture collection library.
[0196] After a new skeleton resource is generated, the game system will display it on the graphical user interface to notify the user. The displayed information may include the new skeleton resource's icon, animated model, attribute bonuses, rarity, quality, and other information.
[0197] To ensure players can confirm the crafting results, the game system provides a confirmation control on the graphical user interface. Players can trigger a save confirmation event by clicking this button. After the player triggers the save confirmation event, the game system will store the newly generated skeleton resources in the Skeleton Collection and delete the fused skeleton resources from the Skeleton Collection. Specifically, it will add a record of the new skeleton resource to the Skeleton Collection and delete the record of the fused skeleton resource from the Equipment Resource Library.
[0198] This application achieves efficient processing and utilization of idle skeleton resources through the above embodiments, significantly improving the convenience and efficiency of game resource management. First, by responding to the crafting and assembly event, the game system intuitively displays multiple resource slots and a list of unoccupied and unlocked skeleton resources in the skeleton collection on the assembly table. Then, by responding to the crafting and loading event, players can load target skeleton resources into designated resource slots through simple drag-and-drop or click operations. Furthermore, by responding to the crafting and submit event, the game system can fuse and generate new skeleton resources according to preset crafting rules based on the equipment information of the loaded skeleton resources. This convenient operation mechanism not only increases the game's strategic depth 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, while the fused skeleton resources are deleted. This process ensures the cleanliness and orderliness of the skeleton resource library. Overall, these steps together constitute an efficient and convenient process for processing and utilizing skeleton resources, which not only enhances the player's gaming experience but also optimizes the management of game resources, enabling players to make more efficient use of idle skeleton resources and further enhancing the game's playability and long-term appeal.
[0199] Please see Figure 3According to one aspect of this application, a resource acquisition control device includes an avatar control module 3100, a scene setting module 3200, a resource absorption module 3300, and a data update module 3400. The avatar control module 3100 is configured to, when detecting that a player character in a game scene has defeated an enemy target, control whether the enemy target transforms into a skeleton resource based on a resource acquisition probability positively correlated with the qualification level of the assembly station held by the game user to which the player character belongs. The assembly station is used by the game user to equip the player character with the skeleton resource. The scene setting module 3100... 200 is configured to determine the absorbable range of the skeleton resource in the game scene when the hostile target transforms into the skeleton resource; the resource absorption module 3300 is 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 collecting the skeleton resource, and add the skeleton resource to the game user's skeleton collection library; the data update module 3400 is configured to update the qualification level of the assembly table according to the resource value of the skeleton resource, and trigger an update of the resource acquisition probability when the qualification level changes.
[0200] Based on any embodiment of the device in this application, the system controls whether the hostile target transforms into a skeleton resource based on the resource acquisition probability, which is positively correlated with the qualification level of the assembly station held by the user controlling the player character. The assembly station is used by the game user to equip the player character with the skeleton resource. The system includes: 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 based on the rarity index of the hostile target as a target reference probability; and a transformation decision module, configured to compare the resource drop probability with the target reference probability, and trigger a transformation event corresponding to the hostile target transforming into the skeleton resource when the resource drop probability does not exceed the target reference probability.
[0201] Based on any embodiment of the device in this application, the reference determination module includes: a probability acquisition module, configured to acquire multiple resource acquisition probabilities of the game user, including a base probability and an enhancement probability, wherein 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 base probability; a base selection module, configured to determine whether the game user's rated enhancement count in the current period has been exhausted when the rarity index of the defeated enemy target reaches a preset threshold, and to determine the base probability as a target reference probability when the rated enhancement count has been exhausted or the rarity index of the defeated enemy target has not reached the preset threshold; and an enhancement selection module, configured to determine the enhancement probability as a target reference probability when the rated enhancement count has not been exhausted.
[0202] Based on any embodiment of the device in this application, the data update module 3400 includes: a value calculation module, configured to, when the skeleton resource is the first resource of the same type in the skeleton collection, add the current capability score of the assembly platform to the resource value of the skeleton resource as the latest capability score; a primary processing module, configured to determine whether the latest capability score hits the capability range corresponding to a higher qualification level, and if not, not trigger the update of the resource acquisition probability, maintaining the assembly platform at the original qualification level; and an upgrade processing module, configured to, when hitting the target, trigger the update of the resource acquisition probability, including: upgrading the qualification level of the assembly platform to the higher qualification level; and adjusting the acquisition probability of each resource accordingly to the higher qualification level.
[0203] Based on any embodiment of the device in this application, prior to the scene setting module 3200, it includes: an animation setting module, configured to respond to the avatar event corresponding to the skeletal sculpture 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 skeletal sculpture resource according to the rarity index of the hostile target and the qualification level of the assembly table, and obtain the display parameters corresponding to the quality; and a residual image rendering module, configured to re-render the animation model according to the display parameters, so that the animation model appears as the residual sculpture of the hostile target as the skeletal sculpture resource.
[0204] Based on any embodiment of the device in this application, it includes: a slot display module, configured to respond to a resource assembly event acting on the assembly station, associate and display multiple resource slots of the assembly station with the player character specified by the event, and display a list of unoccupied and unlocked skeleton resources in the skeleton collection; a resource loading module, configured to respond to a resource loading event acting on any of the displayed skeleton resources, and load the target skeleton resource specified by the event into the target resource slot specified by the event; and a combat power fusion module, configured to respond to an assembly submission event acting on the assembly station, 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] Based on any embodiment of the device in this application, prior to the slot display module, the device includes: an upper limit determination module, configured to obtain the rarity index upper limit of the assembly station based on the qualification level of the assembly station; a reserve determination module, configured to calculate the index reserve of the sum of the rarity indices of the loaded skeleton resources in the plurality of resource slots relative to the rarity index upper limit; a resource filtering module, configured to filter skeleton resources with a rarity index not exceeding the index reserve from the skeleton collection library and display them on the graphical user interface; and an event triggering module, configured to respond to the touch operation of the game user touching the target skeleton resource in the graphical user interface and trigger a corresponding resource loading event.
[0206] Based on any embodiment of the device in this application, the combat power fusion module includes any one or more of the following: an attribute fusion module, configured to enhance the corresponding combat attribute data in the player character's combat power configuration information by fusing the same combat attribute data of the skeleton resources in each resource slot; a set fusion module, configured to enhance the corresponding combat attribute data in the combat power configuration information according to the combat attribute data in the set configuration information corresponding to the quantity when different types of skeleton resources in each resource slot reach a corresponding quantity; a collaborative fusion module, configured to obtain corresponding collaborative configuration information based on multiple complementary skeleton resources in each resource slot, and enhance the corresponding combat attribute data in the combat power configuration information according to the combat attribute data in the collaborative configuration information; and a skill fusion module, configured to configure the combat skill possessed by the skeleton resource in the first resource slot in each resource slot as the default combat skill in the combat configuration information.
[0207] Based on any embodiment of the device in this application, the device includes: a synthesis display module, configured to respond to a synthesis assembly event, display multiple resource slots in the assembly table, and display unoccupied and unlocked skeleton resources from the skeleton collection library as an idle resource list in the assembly table; a synthesis loading module, configured to respond to a synthesis loading event, load the target skeleton resource from the idle resource list specified by the event into the target resource slot specified by the event; a synthesis fusion module, configured to respond to a synthesis submission event, fuse and generate a new skeleton resource according to the equipment information of the skeleton resources assembled in each resource slot; and a resource storage module, 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 this application also provides a resource acquisition control device. For example... Figure 4 The diagram shows the internal structure of a resource acquisition control device. This device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable, non-volatile storage medium stores an operating system, a database, and computer-readable instructions. The database stores information sequences, and when executed by the processor, these computer-readable instructions enable the processor to implement a resource acquisition control method.
[0209] The processor of the resource acquisition control device provides computing and control capabilities to support the operation of the entire device. The memory of the resource acquisition control device can store computer-readable instructions, which, when executed by the processor, cause the processor to perform the resource acquisition control method of this application. The network interface of the resource acquisition control device is used for communication with a terminal.
[0210] Those skilled in the art will understand that Figure 4 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the resource acquisition control device applied thereto. The specific resource acquisition control device may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0211] In this embodiment, the processor is used to execute... Figure 3 The specific functions of each module are described, and the memory stores the program code and various data required to execute the above modules or sub-modules. The network interface is used to realize data transmission between user terminals or servers. In this embodiment, the non-volatile readable storage medium 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 server's program code and data to execute the functions of all modules.
[0212] This application also provides a non-volatile readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the resource acquisition control method of any embodiment of this application.
[0213] This application also provides a computer program product, including a computer program / instructions that, when executed by one or more processors, implement the steps of the method described in any embodiment of this application.
[0214] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments of this application can be implemented by a computer program instructing related hardware. This computer program can be stored in a non-volatile readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM).
[0215] In summary, this application not only optimizes game balance and player experience, but also achieves significant technical advantages in terms of player terminal hardware operating efficiency and resource consumption. By dynamically adjusting resource acquisition probability, reasonably setting the absorbable range, adapting to game difficulty, and optimizing animation effects, this application enhances game playability while reducing resource consumption on player terminals and improving device operating efficiency.
Claims
1. A resource acquisition control method characterized by comprising: include: When a player character defeats an enemy target in a game scene, the system controls whether the enemy target transforms into a skeleton resource based on the resource acquisition probability, which is positively correlated with the aptitude level of the assembly station held by the player character. The assembly station is used by the player to equip the player character with the skeleton resource. This includes: determining a matching resource acquisition probability from multiple resource acquisition probabilities of the player based on the enemy target's rarity index as a target reference probability. Specifically, this includes: acquiring multiple resource acquisition probabilities of the player, including a base probability and an enhancement probability, where 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 base probability; when the rarity index of the defeated enemy target reaches a preset threshold, determining whether the player's rated enhancement count for the current period has been exhausted; when the rated enhancement count has been exhausted or the rarity index of the defeated enemy target has not reached the preset threshold, determining the base probability as the target reference probability; when the rated enhancement count has not been exhausted, determining the enhancement probability as the target reference probability. In response to the hostile target avatar becoming the avatar event corresponding to the skeleton resource, the animation model of the hostile target is located in the defeated area of the hostile target, and the animation model is adjusted to a fixed posture; The quality of the skeleton resource is determined based on the rarity index of the hostile target and the qualification level of the assembly station, and the display parameters corresponding to the quality are obtained. The animation model is re-rendered according to the display parameters, so that the animation model is displayed as the residual statue of the hostile target, as the skeleton resource; When the hostile target transforms into the skeleton resource, the absorbable range of the skeleton resource in the game scene is determined, wherein the absorbable range is determined based on the original position, size and quality of the hostile target and the skeleton resource. In response to the resource absorption event triggered when the player character enters the absorbable range, display an animation effect of the player character collecting the skeleton resources, and add the skeleton resources to the game user's skeleton collection library; The qualification level of the assembly station is updated based on the resource value of the skeleton resource, and the resource acquisition probability is updated when the qualification level changes.
2. The resource acquisition control method according to claim 1, characterized by, Based on the resource acquisition probability positively correlated with the qualification level of the assembly station held by the user controlling the player character, the system controls whether the hostile target transforms 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 random resource drop probability is generated for the hostile target; The resource drop probability is compared with the target reference probability. When the resource drop probability does not exceed the target reference probability, the hostile target avatars the avatar event corresponding to the skeleton resource.
3. The resource acquisition control method according to claim 1, characterized by, The qualification level of the assembly station is updated based on the resource value of the skeletal sculpture resource. When the qualification level changes, an update of the resource acquisition probability is triggered, including: When the skeleton sculpture resource is the first resource of the same type in the skeleton sculpture collection, the current capability score of the assembly station is added to the resource value of the skeleton sculpture resource to obtain the latest capability score; Determine whether the latest ability score matches the ability range corresponding to the higher qualification level. If it does not match, 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 updated, including: raising the qualification level of the assembly station to the higher qualification level; and adjusting the acquisition probability of each resource accordingly to the higher qualification level.
4. The resource acquisition control method according to any one of claims 1 to 3, characterized by, include: In response to a resource assembly event applied to the assembly station, multiple resource slots of the assembly station are associated with the player character specified by the event, and a list of unoccupied and unlocked skeleton resources in the skeleton collection is displayed. In response to a resource loading event applied to any of the displayed audio resources, load the target audio resource specified by the event into the target resource slot specified by the event; In response to the assembly submission event applied to the assembly station, the player character's combat power configuration information is integrated and set based on the equipment information of the skeleton resources assembled in each resource slot.
5. The resource acquisition and control method according to claim 4, characterized in that, In response to a resource loading event acting on any of the displayed audio resources, before loading the target audio resource specified by the event into the target resource slot specified by the event, the following steps are taken: The rarity index upper limit of the assembly station is obtained based on the qualification level of the assembly station. Calculate the exponential margin of the sum of the rarity indices of the skeleton resources already loaded in the plurality of resource slots relative to the upper limit of the rarity index; The rarest skeletal sculptures are selected from the skeletal sculpture collection and their rarity index is not more than the margin of the index. These are then displayed in the graphical user interface. In response to a game user's touch operation on a target sculpted resource in the graphical user interface, a corresponding resource loading event is triggered.
6. The resource acquisition and control method according to claim 4, characterized in that, Based on the equipment information of the skeleton resources equipped in each resource slot, the player character's combat power configuration information is integrated and set, including any one or more of the following: The combat attribute data of the same combat attribute data of the skeleton resources in each resource slot is integrated to enhance the corresponding combat attribute data in the combat power configuration information of the player character; When the different types of skeleton resources in each resource slot reach the corresponding quantity, the combat attribute data in the combat power configuration information is improved according to the combat attribute data in the set configuration information corresponding to the quantity. Based on the complementary multiple skeleton resources in each resource slot, obtain the corresponding collaborative configuration information, and based on the combat attribute data in the collaborative configuration information, improve the corresponding combat attribute data in the combat power configuration information; Configure the combat skill of the skeleton resource in the first resource slot of each resource slot as the default combat skill in the combat configuration information.
7. The resource acquisition control method according to any one of claims 1 to 3, characterized in that, include: In response to the synthesis assembly event, multiple resource slots are displayed in the assembly table, and unoccupied and unlocked skeleton resources in the skeleton collection are displayed in the assembly table as a list of idle resources; In response to a composite loading event, load the target plastic resource from the list of idle resources specified by the event into the target resource slot specified by the event; In response to the synthesis submission event, new skeleton resources are generated by fusing them based on the equipment information of the skeleton resources equipped in each resource slot. In response to the storage confirmation event, the new skeleton sculpture resource is stored in the skeleton sculpture collection library, and the merged skeleton sculpture resources are deleted from the skeleton sculpture collection library.
8. A resource acquisition control device, characterized in that, include: The avatar control module is configured to, when a player character in a game scene defeats an enemy target, control whether the enemy target transforms into a skeleton resource based on the resource acquisition probability positively correlated with the qualification level of the assembly station held by the game user to which the player character belongs. The assembly station is used by the game user to equip the player character with the skeleton resource. This includes: determining a matching resource acquisition probability as a target reference probability from multiple resource acquisition probabilities of the game user based on the rarity index of the enemy target. Specifically, this includes: acquiring multiple resource acquisition probabilities of the game user, including a base probability and an enhancement probability, wherein 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 base probability; when the rarity index of the defeated enemy target reaches a preset threshold, determining whether the game user's rated enhancement count for the current period has been exhausted; when the rated enhancement count has been exhausted or the rarity index of the defeated enemy target has not reached the preset threshold, determining the base probability as the target reference probability; when the rated enhancement count has not been exhausted, determining the enhancement probability as the target reference probability. The animation setting module is configured to respond to the avatar 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; The parameter determination module is configured to determine the quality of the skeleton resource based on 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 afterimage rendering module is configured to re-render the animation model according to the display parameters, so that the animation model appears as the afterimage of the hostile target, as the skeleton resource; The scene setting module is configured to determine the absorbable range of the skeleton resource in the game scene when the hostile target is transformed into the skeleton resource. The absorbable range is determined based on the original position, size and quality of the hostile target and the skeleton resource. The resource absorption module is configured to respond to a resource absorption event triggered when the player character enters the absorbable range, display an animation effect of the player character absorbing the skeleton resources, and add the skeleton resources to the game user's skeleton collection library; The data update module is configured to update the qualification level of the assembly station based on the resource value of the skeleton resource, and trigger an update of the resource acquisition probability when the qualification level changes.
9. A resource acquisition control device, comprising a central processing unit and a memory, characterized in that, The central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method as described in any one of claims 1 to 7.
10. A non-volatile readable storage medium, characterized in that, It stores, in the form of computer-readable instructions, a computer program implemented according to any one of claims 1 to 7, which, when invoked by a computer, executes the steps included in the corresponding method.