Resource data dynamic updating method and device, equipment and medium

Through dynamic updates and efficient gain mechanisms for cleaning up the skeleton resources, the shortcomings of equipment resource management in traditional game systems are solved, the game's strategy and operation efficiency are improved, and the player experience is enhanced.

CN120393433AActive Publication Date: 2025-08-01GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Application Number
CN202510612171.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-13
Publication Date
2025-08-01
Estimated Expiration
2045-05-13

AI Technical Summary

Technical Problem

The lack of dynamic updates and efficient cleaning of equipment resource management mechanisms in traditional game systems has led to limited player strategy selection, reduced gaming experience and increased server burden.

Method used

By responding to the combat activities of the player characters in the game scene, dynamically update the gains and experience data of the participating sculpting resources, combining resource cleaning events, consume historical sculpting resources to set targeted gains of participating sculpting, and realize resource reuse and efficient management.

Benefits of technology

It improves the strategy and playability of the game, reduces the burden of player resource management, optimizes the operation efficiency of the game system, and improves the sense of participation and immersion of players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a resource data dynamic updating method and device, equipment and a medium. The method comprises the steps that a battle event triggered by a player character is responded, battle effect data are determined according to a plurality of unlocked preorder battle gains in a gain list of current wreckage resources of the event, and gain types and gain data of the preorder battle gains are set; according to the battle effect data, determining battle experience data of the current wreckage and plasticity resources, and when the battle experience data triggers an experience advanced event, unlocking a single subsequent battle gain in a gain list corresponding to each advanced, so that the single subsequent battle gain is in an unset state; and responding to a resource cleaning event acting on a to-be-set target battle gain, consuming historical wreckage resources specified by the event, and setting a gain type and gain data of the target battle gain corresponding to the loss value of the historical wreckage resources. According to the actual combat of the player, the resource gain is gradually improved, the resource redundancy is cleaned, the operation efficiency is improved, and the game experience is optimized.
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Description

Technical Field

[0001] The present application relates to the field of computer control technology, and in particular to a method for dynamically updating resource data and its device, equipment, and medium. Background Art

[0002] In early game systems, the properties of equipment resources were fixed once collected. While this design simplified the game mechanics to a certain extent, it also brought significant limitations. Later, some game systems introduced equipment resource update mechanisms, but these mechanisms were generally simple and lacked deep integration with other game mechanics.

[0003] For example, some systems allow players to upgrade equipment attributes by consuming specific resources. However, these upgrades are often single-factor, unable to dynamically adjust equipment performance based on player behavior or game scenarios. This mechanical upgrade mechanism not only limits players' strategic options but also significantly reduces the long-term appeal of the game.

[0004] Furthermore, while some game systems include cleanup mechanisms for equipment resources, these mechanisms are often superficial, allowing players to perform only simple addition and deletion operations. As the game progresses, the number of equipment resources continues to grow, and players face increasing difficulty maintaining these resources. This simple cleanup mechanism is ineffective in effectively managing large amounts of equipment resources, causing players to spend a significant amount of time and effort on resource management, which degrades the gaming experience.

[0005] Due to the lack of a reasonable self-update mechanism and an efficient cleanup mechanism, the massive growth of equipment resources as the game progresses has placed a heavy data burden on both players and servers. For players, managing such a large amount of equipment resources has become cumbersome and time-consuming, affecting the smoothness and immersion of the game. For servers, storing and processing data on such a large amount of equipment resources increases operating costs and computing burdens, potentially leading to reduced system performance and affecting the overall efficiency of the game.

[0006] In summary, the equipment resource management mechanisms in traditional game systems have significant shortcomings. These shortcomings not only limit players' strategic choices and gaming experience, but also increase the operational burden on servers, affecting the long-term playability and system performance of the game. Summary of the Invention

[0007] The purpose of this application is to solve the above problems and provide a resource data dynamic update method and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.

[0008] According to one aspect of the present application, a method for dynamically updating resource data is provided, comprising:

[0009] In response to a combat event triggered by a player character during combat in the game scene, the combat effect data generated by the combat event is determined based on the unlocked previous combat gains in the gain list of the current skeleton resource used by the event, where the previous combat gains all have their gain types and gain data set;

[0010] Determine the combat experience data of the current skeleton resource based on the combat effect data. When the combat experience data triggers an experience advancement event, unlock a single subsequent combat gain in the gain list corresponding to each advancement, leaving it in an unset state.

[0011] In response to a resource cleanup event that acts on the target combat gain to be set for the current skeleton resources, the historical skeleton resources specified by the event and stored in the resource database are consumed, and the gain type and gain data of the target combat gain are set corresponding to the consumption value of the historical skeleton resources.

[0012] According to another aspect of the present application, a resource data dynamic update device is provided, comprising:

[0013] The combat implementation module is configured to respond to combat events triggered by player characters during combat activities in the game scene, and determine combat effect data generated by the combat event based on the unlocked previous combat gains in the gain list of the current skeleton resources used by the event, wherein the previous combat gains all have set gain types and gain data;

[0014] An advancement unlocking module is configured to determine the combat experience data of the current skeleton resource based on the combat effect data. When the combat experience data triggers an experience advancement event, a single subsequent combat gain in the gain list is unlocked for each advancement, leaving it in an unset state.

[0015] The resource cleaning module is configured to respond to a resource cleaning event that acts on the target combat gain to be set for the current skeleton resources, consume the historical skeleton resources specified by the event and stored in the resource database, and set the gain type and gain data of the target combat gain corresponding to the consumption value of the historical skeleton resources.

[0016] According to another aspect of the present application, a resource data dynamic update device is provided, comprising a central processing unit and a memory, wherein the central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method described in the present application.

[0017] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the resource data dynamic update method in the form of computer-readable instructions. When the computer program is called and executed by a computer, the steps included in the method are executed.

[0018] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, which implements the steps of the method when executed by a processor.

[0019] This application addresses the shortcomings of equipment resource management mechanisms in traditional game systems and proposes an innovative solution. It dynamically and efficiently maintains the attributes of equipment resources implemented as skeleton resources, significantly improving the operating efficiency of the game system and the player experience. Its technical advantages include but are not limited to the following aspects:

[0020] First, this application dynamically updates the combat gain and experience data of skeleton resources by responding to combat events triggered by the player character's combat activities in the game scene. This not only allows the combat gain of skeleton resources to be adjusted in a timely manner based on the player's actual combat performance, gradually unlocking new combat gain, but also deepens the correlation between skeleton resources and game progress, thereby providing players with richer and more flexible strategic options. This dynamic update mechanism not only enhances the player's sense of participation and immersion in the game, but also makes the management of skeleton resources more intelligent and personalized.

[0021] Secondly, when the experience data of the skeleton resources triggers an upgrade event, this application unlocks new combat gains, leaving them in an unset state, allowing players to set these newly unlocked gains through subsequent resource cleanup events according to their own needs and game strategies. This mechanism not only increases the customizability of the skeleton resources, but also provides players with more strategic space, allowing players to flexibly adjust the combat gains of the skeleton resources using redundant resources according to different combat scenarios and needs. Compared with the singleness of the skeleton resource update mechanism in traditional games, this application provides greater flexibility and strategy, improving the playability and long-term appeal of the game.

[0022] In addition, this application consumes historical skeleton resources stored in the resource database by responding to resource cleanup events, and sets the attributes of the target combat gain according to its consumption value. It not only provides players with a way to efficiently manage skeleton resources, but also realizes resource reuse by converting the consumption value of historical skeleton resources into new combat gains. Compared with the simple skeleton resource cleanup mechanism in traditional games, it not only reduces the burden on players in resource management, but also improves the efficiency of resource utilization and avoids waste of resources. This efficient cleanup mechanism not only improves the player's gaming experience, but also reduces the burden on the server in storing and processing large amounts of skeleton resource data, and optimizes the overall operating efficiency of the game system. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 This application is an exemplary network architecture;

[0024] Figure 2 A flowchart of an embodiment of a method for dynamically updating resource data of the present application;

[0025] Figure 3 This is a functional block diagram of the resource data dynamic update device of this application;

[0026] Figure 4 This is a structural diagram of a resource data dynamic update device used in this application. DETAILED DESCRIPTION

[0027] The technical solution of this application can be deployed in a variety of network architectures. Figure 1 An exemplary network architecture is shown. In this architecture, a game server 81 is connected to multiple player terminals 80 via a network. These terminals are equipped with a computer program product implemented according to the resource data dynamic update method of this application. When executed, this computer program product is responsible for processing 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 enemy 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 status information and sending player operation instructions.

[0028] In terms of application scenarios, the technical solution of this application is applicable to games that need to dynamically adjust the difficulty of the game according to the player's progress and behavior. For example, in role-playing games (RPGs) and open-world games, players, that is, game users, can trigger the drop of skeleton resources when exploring maps, completing tasks, or defeating non-player characters. Through the technical solution of this application, the game can dynamically adjust the probability of resource acquisition based on the qualification level of the assembly table equipped for the game user, ensuring that the game difficulty matches the player's skill level, while optimizing the efficiency of resource allocation and reducing the situation where players obtain useless resources.

[0029] 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 the player, or enemy characters controlled by other game users. NPCs can appear as hostile monsters, environmental creatures, or other entities.

[0030] Skeleton resources are a unique game resource provided by the present application for the game. In some embodiments, they are implemented as residual statue effects of hostile targets in the game scene. Game users can defeat hostile targets to transform them into skeleton resources with a certain probability of resource acquisition and then acquire them. Skeleton resources have different qualities and attributes, and can provide additional ability bonuses for player characters. In order to facilitate game users to efficiently call skeleton resources, the present application introduces an assembly table for the game process. The assembly table is an interface platform for game users to equip player characters with skeleton resources. It can be understood as a factory for processing skeleton resources. Its qualification level determines the player's resource acquisition probability of obtaining skeleton resources. The higher the qualification level, the greater the probability of the player obtaining skeleton resources, especially high-quality skeleton resources. Otherwise, the lower the probability of resource acquisition, thereby maintaining a positive correlation between the qualification level and the resource acquisition probability.

[0031] Specifically, when the player character defeats the hostile target, the game server will dynamically update one or more resource acquisition probabilities based on changes in the player's assembly station's qualification level. When the player character encounters a hostile target, the corresponding resource acquisition probability is selected as the target reference probability based on the hostile target's danger level, and the resource drop probability corresponding to the hostile target's transformation into a skeleton resource is randomly generated. If the randomly generated resource drop probability is lower than the target reference probability, the hostile target will be transformed into a skeleton resource and an absorbable range will be generated in the game scene, otherwise the hostile target will not generate the corresponding skeleton resource. When the player character enters the range, a resource absorption event can be triggered, the storage animation effect can be played, and the skeleton resource will be added to the player's skeleton collection library. In addition, the qualification level of the assembly station can be updated according to the resource value of the skeleton resource, and the resource acquisition probability can be further adjusted to adapt to the player's progress.

[0032] The incarnation in this application refers to a re-rendering of the three-dimensional model of the hostile target as a residual statue with unique visual effects. The appearance of the incarnated skeleton resource is partially consistent with the original hostile target according to preset rules. For example, the skeleton resource can be generated by rendering a unique visual effect based on the entire three-dimensional model of the hostile target, or it can be generated by rendering a unique visual effect based on a part of the three-dimensional model of the hostile target, such as part of its limbs. The incarnated skeleton resource also has attributes inherited from the hostile target and can be absorbed and utilized by the player character. By equipping the skeleton resource to a designated player character, the player character can be provided with additional combat capabilities or attribute bonuses.

[0033] 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 the game difficulty and enhance the player's gaming experience.

[0034] See also Figure 2 The resource data dynamic update method of the present application can be implemented as a computer program product installed and run on a player terminal, thereby starting a game system. In some embodiments thereof, the method includes the following steps:

[0035] Step S3100: In response to a combat event triggered by a player character during combat in a game scene, combat effect data generated by the combat event is determined based on previously unlocked combat gains in the gain list of the current skeleton resource used by the event, wherein the previously unlocked combat gains all have their gain types and gain data set.

[0036] When a player character enters the gameplay area of a game scene, they can initiate attacks on hostile targets, or be attacked by hostile targets, thereby initiating combat. Combat refers to a series of interactive behaviors between the player character and hostile targets, including but not limited to attacking, defending, and using skills.

[0037] During combat, the player character can unleash skills against hostile targets or be attacked by them. These actions trigger corresponding engagement events. Engagement events are specific actions or events within combat that trigger updates to resource data, specifically the combat buffs in the buff list carried by the Skeleton Resource. When the player character unleashes a skill against a hostile target, the combat buffs suitable for enhancing the attack effect can be used to determine the corresponding engagement effect data for the engagement event. When the player character is attacked by a hostile target, the combat buffs suitable for enhancing the defense effect can be used to determine the corresponding engagement effect data for the engagement event.

[0038] The skills unleashed by the player character can be provided by one or more Skeleton Resources. Skeleton Resources are special resources provided by this application for the game, with different qualities and attributes, which can provide additional ability bonuses to the player character. The player character can use a single Skeleton Resource, or combine multiple Skeleton Resources to provide corresponding attribute bonuses, including defensive and offensive attribute bonuses, based on the combat benefits set in the benefit list of each Skeleton Resource.

[0039] A buff list is a collection of combat buffs associated with a Skeleton Resource. Each Skeleton Resource has a buff list, which stores multiple combat buffs. Typically, upon initial creation of each Skeleton Resource, a subset of the buffs in the buff list are initially unlocked. The remaining buffs are gradually unlocked and set as the player character uses that Skeleton Resource in combat, triggering experience advancement events. Therefore, when the buff list is not fully unlocked, it may contain multiple unlocked and unlocked combat buffs.

[0040] Combat gain refers to the specific gain effect that the skeleton resource can provide to the player character during combat activities. These gain effects can be attack power bonus, defense power bonus, critical hit rate improvement, etc. Combat gain is represented by mapping relationship data, including two fields, namely the gain type and its gain data. For example, suppose the player character collects and equips a current skeleton resource. The gain list of the current skeleton resource contains two combat gains that have been unlocked and set with gain type and gain data: 10% attack power bonus and 5% defense power bonus. When the player character releases a skill on the enemy target, these combat gains constitute the combat gains that have been unlocked and set in the gain list, and are taken into effect to increase the attack power and defense power of the player character.

[0041] Combat effect data refers to the effects of a specific combat event, calculated based on the player character's performance during the combat event, and is used to measure combat outcomes. Combat effect data typically includes, but is not limited to, damage dealt, damage received, and critical hits. For example, during a combat event, if a player character uses a skill powered by an equipped Skeleton Resource to attack an enemy target, the damage dealt by the player character to the enemy target is calculated based on the Skeleton Resource's combat benefits (such as attack damage bonus and critical hit rate increase). For example, suppose the player character's attack power is 1000, and the equipped Skeleton Resource provides a 10% attack power bonus and a 5% critical hit rate increase. Based on these benefits, the player character's actual attack power is calculated to be 1100, and the critical hit damage is calculated based on the critical hit rate. If the player character triggers a critical hit during this attack, the critical hit damage is further calculated, and the final damage output is recorded as combat effect data. Combat effect data is updated in real time and displayed in the game's graphical user interface, such as the combat log or the player character's status panel, so that players can intuitively understand the battle results and character performance.

[0042] When the player character uses one or more skeleton resources equipped with it to release a skill at a hostile target during a combat activity, a combat event is triggered. In response to the combat event, the unlocked previous combat gain corresponding to the combat event, such as the combat gain related to the attack, is called from the gain list of one or more skeleton resources to calculate and determine the corresponding combat effect data. The same applies when the player character is attacked by a hostile target. For example, assume that the combat gain of the skill with a 10% attack power bonus and a 5% defense power bonus is effective. Based on the effects of these combat gains, the combat effect data such as the damage output and damage received of the player character in the combat event corresponding to the attack or defense can be calculated. No matter how many skeleton resources the player character uses in a combat event, for the skeleton resources that need to update the combat gain, they can be regarded as the current skeleton resources of this application.

[0043] When multiple skeletal enhancement resources of a player character combination have the same combat participation buffs, the game system can merge or stack these buffs according to preset rules. Specifically, if multiple skeletal enhancement resources provide the same type of combat participation buff, the effects of these buffs can be accumulated or the maximum value can be taken to determine the final buff effect. For example, assume that a player character is equipped with two skeletal enhancement resources, one providing a 10% attack power boost and the other providing a 15% attack power boost. These two buff effects can be accumulated, and finally provide a 25% attack power boost for the player character. This processing method not only ensures that the buff effects obtained by the player character in combat are the comprehensive results of multiple skeletal enhancement resources, but also improves the strategic and flexibility of the game by dynamically calculating and updating the buff effects. In addition, the system can update these buff effects in real time in the attribute panel of the player character, enabling the player to clearly understand the current combat ability of the character.

[0044] Step S3200: Determine the combat participation experience data of the current skeletal enhancement resource according to the engagement effect data. When the combat participation experience data triggers an experience advancement event, unlock a single subsequent combat participation buff in the buff list for each advancement, and set it to the unset state.

[0045] The game system determines the combat participation experience data of the current skeletal enhancement resource according to the engagement effect data. The engagement effect data is used to calculate the contribution of the current skeletal enhancement resource in combat and update its combat participation experience data accordingly. For example, if a player character successfully hits an enemy target and triggers a critical strike in an engagement event, the system will calculate the corresponding experience reward based on the effects of combat participation buffs such as critical strike damage and attack power boost, and accumulate it into the combat participation experience data of the current skeletal enhancement resource.

[0046] When the combat participation experience data accumulates to a certain threshold, an experience advancement event will be triggered. An experience advancement event means that the combat participation experience data of the skeletal enhancement resource reaches the preset upgrade condition, thereby unlocking the subsequent combat participation buffs in the buff list. Subsequent combat participation buffs refer to the combat participation buffs arranged after the previous combat participation buffs in the buff list. For example, assume that when the combat participation experience data of the current skeletal enhancement resource reaches 1000 points, an experience advancement event is triggered, and the system will unlock the first unlocked combat participation buff arranged in sequence in the buff list. This newly unlocked combat participation buff is initialized to the unset state at this time, waiting for the player to set its specific buff type and buff data through subsequent operations.

[0047] For example, the player character is equipped with a current skeletal enhancement resource. The enhancement list of this resource includes two unlocked combat enhancements: a 10% attack power boost and a 5% defense power boost. During a combat event, the player character uses the skill of this skeletal enhancement resource to attack an enemy target. According to the combat enhancements of the skeletal enhancement resource, the actual attack power of the player character is 1100 (the base attack power of 1000 plus a 10% boost), and a critical hit is successfully triggered, causing additional damage. Based on the damage output of this attack, the experience data corresponding to this combat event is calculated as 100, and it is accumulated into the combat experience data corresponding to the current skeletal enhancement resource. It can be seen that the combat experience data is a cumulative value corresponding to the current skeletal enhancement resource, which measures the usage experience of this skeletal enhancement resource. Continuing with the above example, when the combat experience data reaches 1000 points, an experience advancement event can be triggered. For example, the system can unlock the next combat enhancement in the enhancement list and set it to the unassigned state. In this way, without the player assigning the unlocked combat enhancements, this combat enhancement will not be used as a pre - unlocked and assigned previous combat enhancement to determine the combat effect data.

[0048] The combat experience data can also be divided into multiple levels, such as 25 levels. Accordingly, in one embodiment, the experience advancement event can be triggered corresponding to each level switch of the combat experience data. For example, an experience advancement event is triggered every 1 level. In another embodiment, the experience advancement event can be triggered when the combat experience data reaches a set number of levels. For example, an experience advancement event is triggered every 5 levels. Thus, by controlling the correspondence between the enhancement gradient of the combat experience data and the triggering timing of the experience advancement event, the regulatory flexibility for the player to upgrade their skeletal enhancement resources can be increased.

[0049] It should be noted that the mechanism for unlocking the subsequent combat enhancements in the enhancement list of the current skeletal enhancement resource in this application only unlocks a single subsequent combat enhancement each time an experience advancement event is triggered and an advancement is obtained. Usually, in this way, the subsequent combat enhancements of the current skeletal enhancement resource are unlocked step by step during the process of the player continuously participating in combat activities using it, so as to coordinate with the game progress.

[0050] In addition, the enhancement list is generally set to include a limited number of multiple combat enhancements. For example, there are a total of 7 combat enhancements, 2 of which are initially set when the skeletal enhancement resource is generated, and the other 5 are unlocked in response to subsequent experience advancement events and set by the player triggering a resource cleaning event. Each time an experience advancement event is triggered, first, by traversing the enhancement list, it is judged whether the next combat enhancement after the last unlocked and set combat enhancement in the enhancement list has been unlocked. When it has not been unlocked, the next combat enhancement can be unlocked accordingly.

[0051] Step S3300, respond to the resource cleanup event that acts on the target combat gain to be set for the current skeleton resources, consume the historical skeleton resources specified by the event and stored in the resource database, and set the gain type and gain data of the target combat gain corresponding to the consumption value of the historical skeleton resources.

[0052] Once a player character has accumulated a certain amount of historical sculpted resources in the game, they can manage these resources by entering the resource maintenance interface. In this interface, players can choose to use these historical sculpted resources to set unlocked but pending combat benefits for their current sculpted resources.

[0053] Specifically, after the player enters the resource maintenance interface, a resource cleanup event is triggered in the interface. A resource cleanup event refers to a computer event in which the player sets the unlocked but pending combat gain in the current skeleton resources through specific operations such as consuming historical skeleton resources. Historical skeleton resources refer to the skeleton resources accumulated by the player's character during the game, and these resources are stored in the resource database. When the player triggers a resource cleanup event, one or more historical skeleton resources are selected from the resource database for consumption in advance. Based on the consumption value of these specified historical skeleton resources, the target combat gain of the current skeleton resources specified by the player can be further set.

[0054] The game system can determine the consumption value of historical sculpted resources based on pre-set rules. These rules can be based on the quality, level, or other attributes of historical sculpted resources. For example, high-quality historical sculpted resources can provide a higher consumption value than low-quality historical sculpted resources, thereby setting a stronger combat bonus for the current sculpted resources. This mechanism not only allows players to optimize resource management by clearing redundant resources, but also enables resource reuse by converting the consumption value of historical sculpted resources into new combat bonuses.

[0055] In one embodiment, according to preset rules, corresponding weights are associated with historical skeleton resources of different qualities or levels. When it is necessary to determine their consumption value, the unlocked and set combat gain in the gain list of the historical skeleton resources is used, and the gain data in the combat gain is reduced according to the weight to obtain new gain data, while the corresponding gain type remains unchanged, and then it is set as the target combat gain of the current skeleton resources.

[0056] For example, suppose a player character chooses to use a historical skeleton resource in the resource maintenance interface to set a target combat gain for the current skeleton resource. This historical skeleton resource has a 10% attack power bonus and a 5% defense power bonus. The depletion value of this historical skeleton resource can be determined based on the weighted association of its quality or level to set a corresponding target combat gain for the current skeleton resource. If the player selects an attack power bonus for the target combat gain of the current skeleton resource, the target combat gain can be set to a 10% attack power bonus based on the depletion value of the historical skeleton resource.

[0057] Through the above embodiments, this application optimizes in-game resource management, thereby significantly improving the operating efficiency of the game system and the player's gaming experience. Its technical advantages include but are not limited to:

[0058] First of all, by responding to the combat events of the player characters in the game scene and dynamically updating the combat gain of the skeleton resources, this application can adjust the attributes of the resources in real time according to the player's actual combat performance, so that the resource gain effect is closely related to the player's combat behavior, which not only enhances the strategy of the game, but also provides players with richer and more flexible combat options, further enhancing the player's sense of participation and immersion.

[0059] Secondly, when combat experience data triggers an experience advancement event, subsequent combat benefits in the benefit list are unlocked and placed in an unset state, providing players with greater customization flexibility. Players can customize these newly unlocked combat benefits through subsequent resource cleanup events based on their combat style and strategic needs, thereby optimizing the performance of Skeleton Resources. This not only increases the game's playability and long-term appeal, but also reduces the monotony of resource updates in traditional games, making resource management more intelligent and personalized.

[0060] In addition, by responding to resource cleanup events and consuming historical skeleton resources to set target combat gains, players are provided with a way to efficiently manage redundant resources. This not only reduces the burden on players in resource management, but also achieves resource reuse and avoids resource waste by converting the depletion value of historical skeleton resources into new combat gains. Compared with the simple resource cleanup mechanism in traditional games, the technical solution of this application significantly improves resource utilization efficiency, reduces the burden on the server in storing and processing large amounts of redundant resource data, and optimizes the overall operating efficiency of the game system.

[0061] Based on any embodiment of the method of the present application, before responding to a combat event triggered by a player character in a combat activity in a game scene, the method includes:

[0062] Step S2100: Detecting whether the game state data generated by the player character in the game scene meets a preset condition. If the preset condition is met, generating a current skeleton resource based on a preset original resource so that the current skeleton resource inherits the attribute data of the original resource;

[0063] In game scenarios, the player character's actions generate various game state data, including but not limited to the character's position, level, experience points, equipment status, and interactions with the game environment. To generate skeleton resources that match the game's progress, before responding to combat events, it's necessary to first check whether the player character's game state data meets pre-set conditions. These pre-set conditions are pre-set based on game design goals and balance requirements, such as when the character reaches a certain level, completes a specific mission, or enters a specific area.

[0064] In one embodiment, the game status data includes the status data of the position coordinates of the player character in the game scene. Correspondingly, the preset condition may be whether the position coordinates of the player character in the game scene enter the range of the gameplay area. When entering the gameplay area, the current skeleton resource is generated according to the preset original resource.

[0065] In another embodiment, the game status data includes status data on whether an enemy target that is in combat with the player character is defeated or dead, or status data corresponding to whether the player character completes a specific task, and the preset condition is to judge this status data. When the enemy target is defeated or dead, the current skeleton resource is generated according to the preset original resource.

[0066] When it is detected that the game status data of the player character meets the preset conditions, the game system will generate the current skeleton resource based on the preset original resource. The original resource refers to the pre-defined resource template in the game, which contains the basic attribute data of the resource, including quality, danger level, benefit list, etc. The current skeleton resource inherits the attribute data of the original resource by instantiating the resource template, which means that it will obtain all the basic characteristics defined by the original resource, including its three-dimensional model. For example, if the original resource is defined as having a high danger level and rare quality, then the generated current skeleton resource will also have these attributes.

[0067] Step S2200: Initialize and set part of the combat gains in the gain list of the current skeleton resource according to the danger level in the attribute data inherited by the current skeleton resource, and lock the remaining combat gains in the gain list;

[0068] After generating the current skeletal plastic resource, initialize and set some combat-related buffs in the buff list according to the inherited danger level. The danger level is an important indicator to measure the strength or difficulty of the resource, usually related to the acquisition difficulty and usage effect of the resource. For example, resources with a high danger level may have more powerful buff effects, but the acquisition and usage conditions are also more demanding. The system will randomly select or determine the buff data records from the preset buff pool according to the danger level, so as to initialize and set some combat-related buffs in the buff list. The types of these combat-related buffs can include, but are not limited to, attack power bonus, defense power bonus, critical hit rate increase, etc., which provide additional ability bonuses for the player character in combat.

[0069] At the same time, in the initialization stage, the game system also locks the remaining combat-related buffs in the buff list. The purpose of locking is to gradually unlock these buffs in subsequent combat activities, increasing the strategic nature and depth of the game. For example, players can unlock these locked buffs by accumulating experience and triggering specific events, thereby gradually improving the performance of the skeletal plastic resource.

[0070] Step S2300: According to the display parameters corresponding to the quality type in the attribute data inherited by the current skeletal plastic resource, visually render the three-dimensional model inherited by the current skeletal plastic resource into the game scene for the player character to collect and store in the resource database.

[0071] The visual rendering of the current skeletal plastic resource can be achieved through the display parameters corresponding to its inherited quality type. The quality type is an important indicator to measure the rarity and performance of the skeletal plastic resource, usually divided into different levels such as common, rare, epic, and legendary. Each quality type has a preset set of matching display parameters, which include any one or any combination of color, light and shadow effects, material texture, and animation performance, and are used to intuitively present the characteristics of the skeletal plastic resource in the game scene.

[0072] For example, a skeletal plastic resource of common quality can be presented with a basic color tone and simple light and shadow effects, while a skeletal plastic resource of rare quality uses more vivid colors and special material textures, such as having a metallic luster or a glowing effect. An epic-quality skeletal plastic resource can have more magnificent animation performances, such as a surrounding aura or special particle effects, to highlight its preciousness. A legendary-quality resource can have a unique shape and extremely magnificent visual effects, such as dynamic light and shadow changes or special material textures, making it extremely eye-catching in the game.

[0073] These display parameters are not only used to render the appearance of the skeleton asset, but also combined with its diorama to form a complete visual object. The diorama is the three-dimensional geometry of the skeleton asset, which defines the asset's physical form and spatial footprint in the game world. By applying display parameters to the diorama, the game engine is able to render the skeleton asset into the game scene in a manner that is both qualitatively and attractive.

[0074] Once rendered, the player character can view and collect the visualized skeleton asset in the game scene. This process typically involves interacting with the skeleton asset, such as clicking, picking it up, or triggering a specific skill. Once successfully collected, the skeleton asset is added to the player's asset database for subsequent use and management.

[0075] In a more specific embodiment, the original resource may be an enemy target. As described above in this application, based on the resource template of the enemy target itself, the current skeleton resource is triggered to be generated according to the resource acquisition probability corresponding to the player. Thus, the current skeleton resource inherits the three-dimensional model of the enemy target, and the three-dimensional model is rendered and displayed in the game scene. In addition, the target color corresponding to the quality of the enemy target itself is obtained as a display parameter. After adjusting the three-dimensional model to a fixed posture and maintaining it, it is rendered as a residual statue, and then collected by the player character into its resource database.

[0076] Through the implementation of the above embodiments, the present application realizes efficient management and optimization of in-game resource generation, initialization settings, and visual rendering, thereby significantly improving the overall performance of the game system and the player's gaming experience. First, by detecting the game status data of the player character and generating the current skeleton resources according to preset conditions, it ensures that the generation of resources is closely matched with the game process, enhancing the dynamic and adaptability of the game. Secondly, according to the danger level of the skeleton resources, some combat gains are initialized and the remaining gains are locked, which not only provides players with immediate combat gains, but also allows the strategy and depth of the game to be increased through a gradual unlocking mechanism, encouraging players to actively participate in game activities to improve resource performance. Finally, the three-dimensional model of the skeleton resources is visually rendered according to the display parameters corresponding to the quality type, which not only matches the appearance of the resources with their intrinsic properties, but also improves the player's ability to identify the value of the resources through intuitive visual effects, while optimizing the resource acquisition process and improving the efficiency of resource management. The comprehensive implementation of these technical effects enables the game system to respond to player behavior more intelligently, providing a more attractive and challenging gaming experience, while also optimizing the resource generation and management mechanism, reducing the system operation burden, and improving overall operation efficiency.

[0077] Based on any embodiment of the method of the present application, initializing and setting some combat gains in the gain list of the current skeleton resource according to the danger level in the attribute data inherited by the current skeleton resource includes:

[0078] Step S2210: Based on the danger level, randomly determine a gain data record from a gain pool set corresponding to the danger level, and use the gain data record to set the first combat gain in the gain list to construct a random gain for the skeleton resource level; wherein the gain data record includes a gain type and its gain data;

[0079] Step S2220: According to the danger level, obtain the gain data record bound to the danger level from the level gain mapping table, set the second combat gain in the gain list, and construct a level common gain for the skeleton resource.

[0080] In order to initialize the gain list of the current skeleton resource, this embodiment adopts a dynamic gain allocation mechanism based on the danger level. Specifically, according to the danger level inherited by the current skeleton resource, the system randomly selects a gain data record from the preset gain pool, and uses the record to set the first combat gain in the gain list. This process constructs a level-random gain for the skeleton resource, ensuring that each generated skeleton resource has a unique combat capability bonus at the initial stage. The gain data record includes the gain type (such as attack power bonus, defense power bonus, etc.) and its specific gain value (such as the percentage of the bonus or a fixed value). In this way, the system gives each skeleton resource an initial gain that is random but consistent with its danger level, increasing the diversity and unpredictability of the game.

[0081] At the same time, the system also obtains the gain data record bound to it from the level gain mapping table according to the danger level, and sets the second combat gain in the gain list. This process constructs a level common gain for the skeleton resources, ensuring that the skeleton resources of the same danger level have a certain common gain effect in the initial stage. The design of this common gain allows players to have certain expectations for the initial performance of different skeleton resources, and also provides game designers with a means to balance the performance of resources at different danger levels. For example, for skeleton resources with high danger levels, the system can give them a higher attack power bonus as a common gain, while for resources with low danger levels, it can give them more defense power bonus, thereby achieving differentiation and balance between different resources in game design.

[0082] By combining the two steps above, this embodiment not only provides a random initial gain for each skeleton resource, but also ensures a common gain among resources at the same danger level, thereby ensuring game diversity and fun while also achieving a reasonable balance of resource performance. This dynamic gain allocation mechanism based on danger level provides the game's combat system with richer and more flexible strategic options, while also providing players with more intuitive and predictable resource performance expectations, further enhancing the overall game experience and playability.

[0083] Based on any embodiment of the method of the present application, the gain type and gain data of the target combat gain are set corresponding to the depletion value of the historical skeleton resources, including:

[0084] Step S3310: Determine the corresponding loss value based on the quality and quantity of the historical skeleton resources;

[0085] The depletion value is a measure of the value of historical skeleton resources when they are converted into target combat gains. It directly affects the intensity and type of target combat gains. When determining the depletion value of historical skeleton resources, it can be determined based on the quality type and specific quantity of the historical skeleton resources.

[0086] The quality of a Historical Relic is determined by its quality type, a key attribute of the resource. For example, it can be categorized into Common, Rare, Epic, and Legendary tiers. The higher the quality, the greater the resource's in-game value, and therefore its cost. For example, a Legendary-quality Historical Relic might have a higher attack damage or defense bonus, resulting in a higher cost when converted into a target's combat participation bonus.

[0087] The quantity of selected Historical Relics can also be a significant factor in determining their depletion value. Even if a single Historical Relic is of low quality, its cumulative depletion value can be considerable if it's present in sufficient quantities. For example, a player might possess multiple Historical Relics of common quality, and by accumulating these, they can be converted into a single, higher-valued participation bonus.

[0088] To specify this calculation process, the following specific embodiments can be used to determine the loss value:

[0089] In one embodiment, a fixed value method is used: a fixed depletion value is set for each quality of Historical Relic. For example, the depletion value of a Common quality Historical Relic is 10 points, a Rare quality is 20 points, an Epic quality is 30 points, and a Legendary quality is 50 points. Then, based on the number and quality of Historical Relics owned by the player, the total depletion value is calculated. If the player owns 3 Common quality Historical Relics and 1 Rare quality Historical Relic, the total depletion value is 3 × 10 + 1 × 20 = 50 points.

[0090] Another embodiment uses a weighted approach: a weight is assigned to each quality of Historical Relic, and the total cost of the resource is calculated based on the quantity and weight. For example, Common has a weight of 1, Rare has a weight of 2, Epic has a weight of 3, and Legendary has a weight of 5. If a player has two Common and one Epic Historical Relic, the total cost of the resource is 2 × 1 + 1 × 3 = 5 points.

[0091] In another embodiment, a dynamic adjustment method is employed: the depletion value of each quality of historical skeleton resources is dynamically adjusted based on the game's progress and the player's level. For example, in the early stages of the game, the depletion value of ordinary-quality historical skeleton resources may be higher to encourage players to accumulate resources quickly; while in the later stages of the game, the depletion value of legendary-quality historical skeleton resources may be higher to balance the game's difficulty.

[0092] Step S3320: Filter out some gain data records that match the gain value from a preset gain conversion table according to the loss value and display them in a list; wherein the gain data records include gain type and gain data;

[0093] In order to facilitate users to determine and efficiently set target combat gains, the optional gain data records can be displayed to players first, including their gain types and gain data.

[0094] The Gain Conversion Table is a pre-defined data structure that stores various possible gain data records. Each record includes the gain type (such as attack damage bonus, defense bonus, critical hit rate increase, etc.) and the specific gain value (such as a percentage or a fixed value). These records are categorized and sorted by gain value, allowing the system to quickly match the appropriate gain data record based on the historical consumption value of Skeleton Resources.

[0095] There are many ways to filter out some gain data records with matching gain values from the gain conversion table. Several specific examples are listed below:

[0096] In one embodiment, a fixed matching method is used: the system presets a fixed set of gain data records for each damage value range. For example, when the damage value is between 1-50 points, a set of gain records with a 10% attack damage bonus is provided; when the damage value is between 51-100 points, a set of gain records with a 15% defense damage bonus is provided. This method is simple, straightforward, and easy to implement, making it suitable for game designs where there is a clear distinction between resource value and gain effects.

[0097] Another embodiment employs a dynamic screening method: the system dynamically filters gain data records based on the loss value. For example, the gain value can be determined based on the percentage of the loss value. If the loss value is 100 points, a gain record with a 20% attack damage bonus can be selected; if the loss value is 200 points, a gain record with a 30% attack damage bonus can be selected. This method allows for flexible adjustment of gain effects based on the quantity and quality of resources provided by the player, increasing the game's strategic and playable nature.

[0098] In another embodiment, a random selection method is used: within the gain range corresponding to the damage value, a gain data record is randomly selected. For example, when the damage value is 80 points, a specific gain value is randomly selected from the range of 10%-15% attack power bonus. This method increases the randomness and fun of the game, while also providing players with more strategic options.

[0099] In another embodiment, player customization is employed: the system allows players to customize the type and value of a buff within the corresponding buff range for each damage value. For example, a player could choose to convert 80 damage points into a 12% attack bonus or an 18% defense bonus. This method further enhances player engagement and customization, allowing players to manage resources based on their own combat style and strategic needs.

[0100] After filtering out matching buff data records, the system displays a list of these records in a graphical user interface for players, detailing each buff data record's buff type and value, as well as its corresponding cost. This interface allows players to intuitively understand the available buff options and select the buff data record that best suits them to set their target battle buff.

[0101] Step S3330: In response to the selection event of the gain data record displayed in the list, the target combat gain is set using the gain data record.

[0102] After the player is presented with a list of buff data records, they can select a buff data record from the list based on their combat style and current gameplay needs, confirming the selection and triggering the corresponding selection event. In response to this selection event, the game system uses the selected buff data record to set the target combat buff. This means that the target combat buff's buff type and value will match the buff data record selected by the player. For example, if the player selects a buff data record that grants a 15% attack damage bonus, the target combat buff will be set to a 15% attack damage bonus.

[0103] Through the implementation of the above embodiments, the present application realizes the efficient management and reuse of historical skeleton resources, significantly improving the flexibility of the game system and the player's gaming experience. First, by determining the depletion value of historical skeleton resources based on their quality and quantity, the potential contribution of each resource can be accurately quantified, ensuring that the value of the resources is fully utilized. This not only provides a clear basis for resource reuse, but also provides game designers with a tool to balance resource value and game difficulty. Second, by screening out gain data records that match the depletion value from a preset gain conversion table and displaying them in a list, players can intuitively understand the available gain options and choose according to their own combat style and strategic needs, greatly enhancing the player's sense of participation and customization ability, enabling players to actively optimize their resource management strategies. Finally, by setting the target combat gain in response to the gain data record selected by the player, it is ensured that the player's choice can be directly converted into actual game gain, further improving player satisfaction and game playability. In summary, these technical advantages work together to enable the game system to respond to player behavior more intelligently, provide a more attractive and challenging gaming experience, while also optimizing the resource data update mechanism, reducing the system operation burden, and improving overall operating efficiency.

[0104] Based on any embodiment of the method of the present application, the response to the resource cleanup event before the target combat gain of the aforementioned skeleton resource to be set includes:

[0105] Step S4100: respond to a user operation event and enter the resource maintenance interface corresponding to the current skeleton resource;

[0106] The resource maintenance interface is used to display and operate the skeletal enhancement resources currently owned by the player, including but not limited to viewing information such as the attributes, quality, experience level, and combat participation buffs of the resources. User operation events refer to the interactive behaviors of the player through the game interface, such as clicking, selecting, or triggering specific menu options. These operation events are the basis for the player to interact with the game system, enabling the player to actively enter the resource maintenance interface. In the resource maintenance interface, the player can perform detailed management and optimization operations on the current skeletal enhancement resources, such as viewing the detailed information of the resources, selecting historical skeletal enhancement resources for cleaning, etc.

[0107] For example, the player can trigger a user operation event by clicking the "Resource Management" button on the game main interface, and then enter the resource maintenance interface. This interface usually displays all the skeletal enhancement resources currently owned by the player in a clear layout and intuitive icons, facilitating subsequent operations by the player.

[0108] In addition, the resource maintenance interface can also provide various function options, such as filtering, sorting, and searching functions, so that the player can quickly find specific skeletal enhancement resources. For example, the player can select resources of a specific quality or experience level through the filtering function, or search for resources with a specific name through the search function. The implementation of these functions further improves the operation efficiency and user experience of the player during the resource management process.

[0109] Step S4200: Screen out multiple historical skeletal enhancement resources that match the experience level of the current skeletal enhancement resource from the resource database and display them in the inventory resource list of the resource maintenance interface; the historical skeletal enhancement resources have not modified their combat participation buffs through the resource cleaning event after being initially obtained from the game scene.

[0110] Screening out multiple historical skeletal enhancement resources that match the experience level of the current skeletal enhancement resource from the resource database to display them in the inventory resource list of the resource maintenance interface can provide the player with a clear and targeted resource selection range, so that the player can efficiently manage and utilize the historical skeletal enhancement resources they own.

[0111] Specifically, the resource database is used to store all the historical skeletal enhancement resources of the player, which records the detailed information of each skeletal enhancement resource, including its experience level, quality, attributes, and whether its combat participation buffs have been modified through the resource cleaning event. The experience level is an indicator to measure the amount of experience accumulated by the skeletal enhancement resource during the game process. It can be defined by reflecting the usage frequency and the number of times of participating in battles of the skeletal enhancement resource, or by the experience value obtained from its participation in combat activities. By matching with the experience level of the current skeletal enhancement resource, historical skeletal enhancement resources with similar usage backgrounds or combat experiences can be screened out, thus providing the player with more valuable resource options for reference.

[0112] The screening process can be implemented through a variety of specific embodiments. One embodiment is to adopt the direct matching method, that is, the system directly searches for historical skeletal resources with exactly the same experience level as the current skeletal resource. This method is simple and direct, and can quickly find historical resources with exactly the same experience level as the current resource. Another embodiment is to adopt the range matching method, that is, to search for historical skeletal resources with an experience level within a certain range above and below the experience level of the current skeletal resource. For example, if the experience level of the current skeletal resource is 50, historical skeletal resources with an experience level between 40 and 60 can be searched. This method can provide a more flexible resource selection range to meet the needs of different players.

[0113] In addition, sorting and screening functions can be adopted to further optimize the display effect of skeletal resources. For example, the selected historical skeletal resources can be sorted according to the quality, experience level or other attributes of the skeletal resources, so that players can more intuitively understand the value and priority of historical skeletal resources. At the same time, a search function can also be provided to allow players to search for specific historical skeletal resources by entering keywords or specific conditions, thereby improving the efficiency of resource search.

[0114] After the screening is completed, these matching historical skeletal resources are displayed in the inventory resource list on the resource maintenance interface. The inventory resource list is a visual interface component that displays all eligible historical skeletal resources in a list form and provides detailed information such as the name, quality, experience level, attributes, etc. of the resources. In this way, players can clearly see all the available historical skeletal resources and select appropriate resources for cleaning operations according to their own needs and strategies.

[0115] Step S4300, in response to the user confirmation event, trigger the resource cleaning event according to the selected historical skeletal resources in the inventory resource list.

[0116] When players browse the inventory resource list in the resource maintenance interface, they can select one or more historical skeletal resources as cleaning targets. These historical skeletal resources are screened from the resource database, match the experience level of the current skeletal resource, and have not modified their combat participation gain through the resource cleaning event. Players' selections can be completed through user operation events, such as click, tick or drag and other interactive behaviors. These operation events are the basis for players to interact with the game system, enabling players to clearly specify which resources will be used for cleaning operations. When the user completes the selection and submits it, the user confirmation event is triggered.

[0117] After responding to the user confirmation event, it is possible to drive the triggering of the resource cleanup event. The triggering of this event marks the official start of the player's cleanup operation on the selected historical relic shaping resources. The purpose of the resource cleanup event is to convert the selected historical relic shaping resources into depletion value, which is then used to set the target combat gain. This not only provides players with flexibility in resource management but also optimizes the in-game resource allocation mechanism through the reuse of resources.

[0118] To achieve this process, it is necessary to ensure that the player's selection is accurately recorded and that the cleanup operation can be executed smoothly. This can be achieved through various specific embodiments. For example, the system can pop up a confirmation dialog box after the player selects a resource, asking the player to confirm whether to perform the cleanup operation. If the player confirms, the system records the player's selection and triggers the resource cleanup event. Another embodiment is that the system can provide a batch cleanup function, allowing the player to select multiple resources for cleanup at once, thereby improving the operation efficiency.

[0119] In addition, the system can also provide real-time feedback to inform the player of the progress and results of the cleanup operation. For example, the system can automatically update the resource maintenance interface after the resource cleanup is completed, displaying the new resource status and the available depletion value. This real-time feedback mechanism not only improves the player's operation experience but also enhances the player's sense of control over resource management.

[0120] Through the implementation of the above-described embodiments, the present application significantly improves the efficiency and flexibility of in-game resource management and optimizes the player's gaming experience. First, by responding to user operation events to enter the resource maintenance interface, players can intuitively view and manage their current skeleton resources, including detailed information such as resource attributes, quality, experience level, and combat benefit. Then, historical skeleton resources that match the current skeleton resource's experience level are filtered from the resource database and displayed in the inventory resource list. This process provides players with a targeted resource selection range. Through precise matching and flexible filtering, players can quickly find historical skeleton resources with similar usage backgrounds or combat experience as the current resource, providing more valuable reference options for subsequent cleanup operations. Finally, by triggering a resource cleanup event in response to a user confirmation event, players can convert the selected historical skeleton resources into a depletion value, which can then be used to set a target combat benefit. This mechanism not only achieves efficient resource cleanup and reuse, but also optimizes the in-game resource allocation mechanism, allowing players to flexibly adjust resource usage according to their needs and strategies. At the same time, the real-time feedback mechanism provided by the system further enhances players' sense of control over resource management and improves the operational experience. In summary, these technological advantages work together to enable the game system to respond to player behavior more intelligently, providing a more engaging and challenging gaming experience. At the same time, it also optimizes the resource generation and management mechanism, reduces the system operation burden, and improves overall operating efficiency.

[0121] Based on any embodiment of the method of the present application, multiple historical skeleton resources that match the experience level of the current skeleton resource are screened from the resource database and displayed in the inventory resource list of the resource maintenance interface, including:

[0122] Step S4210: Obtain the number of times all skeleton resources in the game scene are used by the player character and the combat experience data generated by each skeleton resource in each combat event;

[0123] To ensure players see the historical Skeleton Resource options that best suit their needs within the resource management interface, we first need to collect historical usage data for all Skeleton Resources used by all player characters in the game system. This data includes the number of times each Skeleton Resource has been used, as well as the combat experience data generated by each Skeleton Resource in each combat event. The number of uses reflects the level of reliance on a particular Skeleton Resource by all players in the game system, while the combat experience data records the performance of that resource in combat, such as damage caused, damage taken, special effects triggered, and so on. This data is a key indicator of the actual usage and value of Skeleton Resources in the game.

[0124] To this end, the game system can record the player's use of skeleton resources and the experience data generated in real time during each combat event. This data can be stored in a cloud server for subsequent analysis and use. Furthermore, the number of times a skeleton resource is used can be recorded through the player's interactive actions (such as clicks and selections). For example, every time a player selects to use a skeleton resource, the number of times that resource is used will be recorded in the background.

[0125] Step S4220: Determine comprehensive experience data of each skeleton resource based on the combat experience data, and determine the average usage of each skeleton resource using the comprehensive experience data and the number of times used;

[0126] The comprehensive experience data of each skeleton resource is determined based on the combat experience data, and the average usage of each skeleton resource is determined using the comprehensive experience data and the number of times used. The historical skeleton resources that players need to display can be displayed and sorted to provide players with more valuable reference historical skeleton resource options.

[0127] Comprehensive Experience Data is a quantitative assessment of a Skeleton Resource's performance in combat events. It's based on the Combat Experience Data generated by each Skeleton Resource in each combat event. This data reflects the resource's actual performance in combat, such as damage dealt, damage taken, special effects triggered, and so on. By analyzing this data, a Comprehensive Experience Data for each Skeleton Resource can be calculated, providing a comprehensive measure of the resource's value. For example, a Skeleton Resource that performs well in multiple battles will receive a higher Comprehensive Experience Data, while a resource with mediocre performance will receive a lower Comprehensive Experience Data.

[0128] Average usage is calculated by combining comprehensive experience data with usage counts. Use counts reflect a player's reliance on a particular Skeleton Resource, while comprehensive experience data reflects the resource's actual performance in combat. By combining comprehensive experience data with usage counts, an average usage value for each Skeleton Resource can be calculated, providing players with a more accurate resource evaluation. For example, a Skeleton Resource with a high number of uses and high comprehensive experience data will receive a higher average usage value, indicating that resource has a higher value in combat and a high level of player reliance.

[0129] To implement this process, various specific embodiments can be adopted. One embodiment is to use a simple averaging method, that is, directly divide the comprehensive experience data by the number of uses to obtain the usage average value of each skeletal plastic resource. This method is simple and direct, easy to implement, and applicable to most cases. Another embodiment is to use a weighted average method, that is, weight the comprehensive experience data according to the number of uses to obtain a more accurate usage average value. For example, for skeletal plastic resources with a larger number of uses, a higher weight can be given, so that its usage average value can more accurately reflect its actual value.

[0130] In addition, the system can also dynamically adjust the calculation methods of the comprehensive experience data and the usage average value according to the specific requirements of the game and the player's behavior patterns. For example, for certain specific types of skeletal plastic resources, the weight of the experience data in specific combat scenarios can be increased, so that its usage average value can better meet the actual needs of the player.

[0131] Step S4230, perform a reverse sort on the historical skeletal plastic resources matched from the resource database according to the usage average value, and display the sorting result in the inventory resource list.

[0132] The usage average value is used to perform a reverse sort on all the historical skeletal plastic resources matched from the resource database. This means that resources with a higher usage average value will be preferentially displayed at the front of the inventory resource list, while resources with a lower usage average value will be ranked behind. This sorting method enables players to quickly identify those resources that perform well in battles and are frequently used, thus providing more valuable options for resource cleaning and reuse.

[0133] To implement this process, the system can adopt various specific embodiments. For example, in one embodiment, a simple reverse sorting method can be used to directly sort the resources from high to low according to the usage average value. This method is simple and direct, easy to implement, and can quickly provide players with a clear inventory resource list. Another embodiment is to use a grouped sorting method. The system can divide resources with similar usage average values into a group and then perform further sorting within each group. This method can provide players with more detailed resource classification, enabling players to more accurately select resources.

[0134] After the sorting is completed, the sorting result is displayed in the inventory resource list on the resource maintenance interface. The inventory resource list is a visual interface component that displays all eligible historical skeletal plastic resources in a list form and provides detailed information such as the name, quality, experience level, attributes, etc. of the resources. In this way, players can clearly see all the available historical skeletal plastic resources and select appropriate resources for cleaning operations according to their own needs and strategies.

[0135] By implementing the above embodiments, the present application has achieved significant technical advantages in resource management. First, by obtaining the usage times and combat experience data of all skeletal plastic resources, the system can comprehensively understand the actual performance of each resource in the game and the usage habits of players. Then, based on the comprehensive experience data calculated from the combat experience data and the usage average determined by the usage times, a comprehensive and accurate value assessment is provided for each skeletal plastic resource. This assessment method not only considers the performance of skeletal plastic resources in combat but also combines the actual usage frequency of players, making the value assessment of resources more in line with the actual needs of players. Finally, by reverse sorting the historical skeletal plastic resources using the usage average and displaying the results in the inventory resource list, a clear, intuitive, and valuable resource selection interface is provided for players. This sorting and display method enables players to quickly identify the most valuable resources, thereby improving the efficiency of resource cleaning and reuse. In addition, this sorting mechanism also enhances players' sense of control over resource management and improves the user experience. In summary, these technical advantages together improve the resource management efficiency of the game system, optimize players' resource management experience, and also provide more flexible resource balance and optimization tools for game designers.

[0136] Based on any embodiment of the method of the present application, consuming the historical skeletal plastic resources stored in the resource database specified by the event includes:

[0137] Step S5100: Transfer the consumed historical skeletal plastic resources from the resource database to the temporary list;

[0138] When a player triggers a resource cleaning event and selects specific historical skeletal plastic resources for consumption, first, these selected historical skeletal plastic resources are removed from the resource database and temporarily stored in a dedicated temporary list. The resource database is a system that stores all the historical skeletal plastic resources of players, recording detailed information about each resource, including its attributes, quality, experience level, and whether its combat gain has been modified through a resource cleaning event. The temporary list is a temporary storage area used to temporarily store the selected historical skeletal plastic resources during the resource cleaning process.

[0139] The purpose of this transfer operation is to provide a buffer stage during the resource cleaning process. During this stage, players can perform further operations on the selected historical skeletal plastic resources, such as resource redemption within a preset period. If a resource redemption event occurs within the preset period, the historical skeletal plastic resources in the temporary list can be transferred back to the resource database, and the current skeletal plastic resources can be destroyed. This mechanism provides players with a final chance before the resource cleaning operation is completed to avoid irreversible resource losses.

[0140] Furthermore, the system can dynamically adjust how transfers are executed based on the specific needs of the game and player behavior. For example, for certain types of sculpted resources, the system can add an additional confirmation step to ensure the player's intention is clear. This dynamic adjustment mechanism not only increases the system's flexibility but also enhances its adaptability.

[0141] Step S5200: within a preset period, in response to a resource redemption event acting on the historical skeleton resources, the historical skeleton resources in the temporary list are transferred to the resource database, and the current skeleton resources are destroyed;

[0142] For the preset period set for the cleaned historical skeleton resources, players can perform further operations on the selected historical skeleton resources by triggering a resource redemption event within this preset period. A resource redemption event refers to the player's decision to cancel the cleanup operation and transfer the selected historical skeleton resources back to the resource database before the resource cleanup operation is completed.

[0143] To facilitate this process, resource redemption events are monitored within a preset period. If a resource redemption event occurs within this period, the game system responds by transferring the historical skeleton resources from the temporary list back to the resource database and destroying the current skeleton resources. This mechanism not only provides players with a last chance to avoid irreversible resource loss, but also ensures flexible and secure resource management.

[0144] To achieve this process, a variety of specific implementations can be used. For example, a unique identifier can be set for each historical skeleton resource in the temporary list so that the historical skeleton resource can be accurately identified and transferred when a resource redemption event occurs. In addition, a confirmation dialog box can be popped up when a resource redemption event occurs, asking the player to confirm whether they really want to cancel the cleanup operation and transfer the resource back to the resource database. This confirmation mechanism can further ensure that the player's intentions are clear and avoid misoperation.

[0145] Step S5300: After the preset period ends, the historical skeleton resources in the temporary list are destroyed.

[0146] If no resource redemption events occur within the preset period, the system will automatically execute the destruction operation. Destruction permanently removes the historical skeleton resources in the temporary list from the system. This process is irreversible, meaning these resources no longer exist in the player's resource database. The execution of the destruction operation marks the completion of the resource cleanup process and provides players with clear feedback that the cleanup operation has been completed.

[0147] To implement this process, various specific implementations are possible. For example, the system could automatically check the status of resources in the temporary list after a preset period. If no resource redemption events have occurred, the system will execute the destruction operation. Furthermore, a confirmation dialog could be displayed before the destruction operation is executed, asking the player to confirm whether to proceed. This dual confirmation mechanism further ensures the player's intentions are clear and prevents incorrect operations.

[0148] By implementing the above-described embodiments, the present application implements an efficient, flexible, and secure mechanism for resource management, significantly improving the user experience and operational efficiency of the gaming system. First, by transferring selected historical resources from the resource database to a temporary list, a buffer period is provided for players, allowing them to perform further operations, such as resource redemption, before the resource cleanup operation is completed. This not only prevents irreversible resource loss due to player misoperation, but also enhances the flexibility and security of resource management. Then, by monitoring resource redemption events and responding to player operations within a preset period, players can reevaluate their decisions at the end of the cleanup operation, further ensuring operational accuracy and player satisfaction. Finally, by performing a destruction operation after the preset period, players are clearly informed of the final completion of the cleanup operation, while ensuring the finality and irreversibility of resource management. This mechanism not only improves the efficiency of resource management but also enhances players' sense of control over resource management through real-time feedback. In summary, these technical advantages work together to enable the gaming system to more intelligently respond to player behavior, providing a more engaging and challenging gaming experience. It also optimizes the resource generation and management mechanism, reduces the system's operational burden, and improves overall operational efficiency.

[0149] See also Figure 3According to one aspect of the present application, a resource data dynamic updating device is provided, including a combat implementation module 3100, an advanced unlocking module 3200, and a resource cleaning module 3300, wherein the combat implementation module 3100 is configured to respond to a combat event triggered by a player character in a combat activity in a game scene, and determine the combat effect data generated by the combat event based on the unlocked previous combat gain in the gain list of the current skeleton resource used in the event, and the gain type and gain data of the previous combat gain have been set; the advanced unlocking module 3200 is configured to determine the combat experience data of the current skeleton resource based on the combat effect data, when the combat experience data triggers an experience advancement event, unlocking a single subsequent combat gain in the gain list corresponding to each advancement, so that it is in an unset state; the resource cleaning module 3300 is configured to respond to a resource cleaning event acting on a target combat gain to be set for the current skeleton resource, consuming the historical skeleton resources specified by the event and stored in the resource database, and setting the gain type and gain data of the target combat gain corresponding to the consumption value of the historical skeleton resources.

[0150] On the basis of any embodiment of the device of the present application, prior to the combat implementation module 3100, it includes: a resource generation module, which is configured to detect whether the game status data generated by the player character in the game scene meets the preset conditions. When the preset conditions are met, the current skeleton resource is generated according to the preset original resource, so that the current skeleton resource inherits the attribute data of the original resource; an initial setting module, which is configured to initialize and set part of the combat gains in the gain list of the current skeleton resource according to the danger level in the attribute data inherited by the current skeleton resource, and lock the remaining combat gains in the gain list; a rendering display module, which is configured to visually render the three-dimensional model inherited by the current skeleton resource into the game scene according to the display parameters corresponding to the quality type in the attribute data inherited by the current skeleton resource for the player character to collect into the resource database.

[0151] Based on any embodiment of the device of the present application, the initial setting module includes: a random gain setting module, which is configured to randomly determine a gain data record from a gain pool set corresponding to the danger level according to the danger level, and use the gain data record to set the first combat gain in the gain list to construct a level random gain for the skeleton resource; wherein the gain data record includes a gain type and its gain data; a common gain setting module, which is configured to obtain a gain data record bound to the danger level from a level gain mapping table according to the danger level, and set the second combat gain in the gain list to construct a level common gain for the skeleton resource.

[0152] Based on any embodiment of the device of the present application, the resource cleaning module 3300 includes: a value determination module, which is configured to determine the corresponding consumption value based on the quality and quantity of the historical skeleton resources; a record screening module, which is configured to screen out some gain data records that match the gain value from a preset gain conversion table based on the consumption value and display them in a list; wherein the gain data record includes the gain type and its gain data; a selection setting module, which is configured to respond to the selection event of the gain data record displayed in the list, and use the gain data record to set the target combat gain.

[0153] On the basis of any embodiment of the device of the present application, prior to the resource cleaning module 3300, it includes: an interface entry module, which is configured to respond to user operation events and enter the resource maintenance interface corresponding to the current skeleton resource; an inventory display module, which is configured to filter out multiple historical skeleton resources that match the experience level of the current skeleton resource from the resource database and display them in the inventory resource list of the resource maintenance interface; the historical skeleton resource is not modified in its combat gain through the resource cleaning event after being initially obtained from the game scene; a cleaning trigger module, which is configured to respond to user confirmation events and trigger the resource cleaning event according to the historical skeleton resource selected in the inventory resource list.

[0154] Based on any embodiment of the device of the present application, the inventory display module includes: a data acquisition module, which is configured to obtain the number of times all skeleton resources in the game scene are used by player characters and the combat experience data generated by each skeleton resource in each combat event; a mean calculation module, which is configured to determine the comprehensive experience data of each skeleton resource based on the combat experience data, and use the comprehensive experience data and the number of uses to determine the usage mean of each skeleton resource; an inventory sorting module, which is configured to reverse sort the historical skeleton resources matched from the resource database according to the usage mean, and display the sorting results in the inventory resource list.

[0155] Based on any embodiment of the device of the present application, the resource cleaning module 3300 includes: a temporary storage module, which is configured to transfer the consumed historical resources from the resource database to a temporary list; a redemption revocation module, which is configured to respond to a resource redemption event acting on the historical resources within a preset period, transfer the historical resources in the temporary list to the resource database, and destroy the current resources; and a post-period destruction module, which is configured to destroy the historical resources in the temporary list after the preset period ends.

[0156] Another embodiment of the present application also provides a resource data dynamic update device. Figure 4As shown, it is a schematic internal structure diagram of a resource data dynamic update device. The resource data dynamic update device includes a processor, a computer-readable storage medium, a memory, and a network interface connected through a system bus. Among them, the computer-readable non-volatile storage medium of the resource data dynamic update device stores an operating system, a database, and computer-readable instructions. Information sequences can be stored in the database. When the computer-readable instructions are executed by the processor, the processor can implement a resource data dynamic update method.

[0157] The processor of the resource data dynamic update device is used to provide computing and control capabilities to support the operation of the entire resource data dynamic update device. Computer-readable instructions can be stored in the memory of the resource data dynamic update device. When the computer-readable instructions are executed by the processor, the processor can execute the resource data dynamic update method of this application. The network interface of the resource data dynamic update device is used to connect and communicate with terminals.

[0158] Those skilled in the art can understand that Figure 4 the structure shown in is only a block diagram of some structures related to the solution of this application, and does not constitute a limitation on the resource data dynamic update device to which the solution of this application is applied. The specific resource data dynamic update device may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0159] In this embodiment, the processor is used to execute Figure 3 the specific functions of each module in. The memory stores the program code and various types of data required to execute the above modules or sub-modules. The network interface is used to implement data transmission between user terminals or servers. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the resource data dynamic update device of this application. The server can call the program code and data of the server to execute the functions of all modules.

[0160] This application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors are caused to execute the steps of the resource data dynamic update method of any embodiment of this application.

[0161] This application also provides a computer program product, including a computer program / instructions. When the computer program / instructions are executed by one or more processors, the steps of the method described in any embodiment of this application are implemented.

[0162] Those of ordinary skill in the art can understand that to implement all or part of the processes in the above-described embodiments of the method of this application, it can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the embodiments of the above-described various methods. Among them, the aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM), etc.

[0163] In summary, the resource data dynamic update method of this application solves the deficiencies in the management of equipment resources in traditional game systems by dynamically updating the attributes of equipment resources, providing a flexible gain setting mechanism, and an efficient resource cleaning mechanism. This method not only improves the player experience in the game but also optimizes the operation efficiency of the game system, providing a more intelligent, flexible, and efficient technical solution for the management of equipment resources in online games.

Claims

1. A method for dynamically updating resource data, characterized in that, include: In response to a combat event triggered by a player character during combat in the game scene, the combat effect data generated by the combat event is determined based on the unlocked previous combat gains in the gain list of the current skeleton resource used by the event, where the previous combat gains all have their gain types and gain data set; Determine the combat experience data of the current skeleton resource based on the combat effect data. When the combat experience data triggers an experience advancement event, unlock a single subsequent combat gain in the gain list corresponding to each advancement, leaving it in an unset state. In response to a resource cleanup event that acts on the target combat gain to be set for the current skeleton resources, the historical skeleton resources specified by the event and stored in the resource database are consumed, and the gain type and gain data of the target combat gain are set corresponding to the consumption value of the historical skeleton resources.

2. The resource data dynamic update method according to claim 1, characterized in that Before responding to combat events triggered by the player character in the game scene's combat activities, including: Detecting whether the game state data generated by the player character in the game scene meets the preset conditions, and when the preset conditions are met, generating the current skeleton resource according to the preset original resource, so that the current skeleton resource inherits the attribute data of the original resource; Initialize and set part of the combat gains in the gain list of the current skeleton resource according to the danger level in the attribute data inherited by the current skeleton resource, and lock the remaining combat gains in the gain list; According to the display parameters corresponding to the quality type in the attribute data inherited by the current skeleton resource, the three-dimensional model inherited by the current skeleton resource is visually rendered into the game scene for the player character to collect into the resource database.

3. The resource data dynamic update method according to claim 2, wherein Initializes some combat benefits in the current skeleton resource's benefit list based on the danger level in the attribute data inherited by the current skeleton resource, including: According to the danger level, a gain data record is randomly determined from a gain pool set corresponding to the danger level, and the first combat gain in the gain list is set using the gain data record to construct a random gain for the skeleton resource level; wherein the gain data record includes a gain type and its gain data; According to the danger level, the gain data record bound to the danger level is obtained from the level gain mapping table, and the second combat gain in the gain list is set to construct a level common gain for the skeleton resource.

4. The resource data dynamic update method according to claim 1, wherein The gain type and gain data of the target combat gain are set corresponding to the depletion value of the historical skeleton resources, including: Determine the corresponding depletion value based on the quality and quantity of the historical skeletal resources; According to the loss value, select some gain data records with matching gain values from a preset gain conversion table and display them in a list; wherein the gain data records include gain types and gain data; In response to a selection event of a gain data record displayed in the list, the target combat gain is set using the gain data record.

5. The resource data dynamic update method according to claim 1, wherein The response is before the resource cleanup event of the target participation gain of the aforementioned skeleton resources to be set, including: Respond to user operation events and enter the resource maintenance interface corresponding to the current skeleton resource; Filtering multiple historical skeleton resources that match the experience level of the current skeleton resource from the resource database and displaying them in the inventory resource list of the resource maintenance interface; the historical skeleton resources are not modified in their combat gains by the resource cleanup event after they are initially obtained from the game scene; In response to a user confirmation event, the resource cleanup event is triggered according to the historical resources selected in the inventory resource list.

6. The resource data dynamic update method according to claim 5, characterized in that A plurality of historical skeleton resources that match the experience level of the current skeleton resource are screened from the resource database and displayed in the inventory resource list of the resource maintenance interface, including: Obtain the number of times all skeleton resources in the game scene are used by the player character and the combat experience data generated by each skeleton resource in each combat event; Determine the comprehensive experience data of each skeleton resource based on the combat experience data, and determine the average usage value of each skeleton resource using the comprehensive experience data and the number of times used; The historical skeleton resources matched from the resource database are sorted in reverse order according to the usage mean, and the sorting results are displayed in the inventory resource list.

7. The method for dynamically updating resource data according to any one of claims 1 to 6, characterized in that Consumes the historical skeleton resources stored in the resource database specified by this event, including: Transferring the consumed historical skeletal resources from the resource database to a temporary list; In response to a resource redemption event acting on the historical skeleton resources within a preset period, the historical skeleton resources in the temporary list are transferred to the resource database, and the current skeleton resources are destroyed; After the preset period ends, the historical skeleton resources in the temporary list are destroyed.

8. A resource data dynamic update device, characterized in that, include: The combat implementation module is configured to respond to combat events triggered by player characters during combat activities in the game scene, and determine combat effect data generated by the combat event based on the unlocked previous combat gains in the gain list of the current skeleton resources used by the event, wherein the previous combat gains all have set gain types and gain data; An advancement unlocking module is configured to determine the combat experience data of the current skeleton resource based on the combat effect data. When the combat experience data triggers an experience advancement event, a single subsequent combat gain in the gain list is unlocked for each advancement, leaving it in an unset state. The resource cleaning module is configured to respond to a resource cleaning event that acts on the target combat gain to be set for the current skeleton resources, consume the historical skeleton resources specified by the event and stored in the resource database, and set the gain type and gain data of the target combat gain corresponding to the consumption value of the historical skeleton resources.

9. A resource data dynamic update device, comprising a central processing unit and a memory, characterized in that, The central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 7.

10. A non-volatile readable storage medium, characterized in that, It stores a computer program implemented according to the method described in any one of claims 1 to 7 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.

Citation Information

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