In-game weather data linkage use method and terminal
By creating hidden events and weather data linkages corresponding to the game scenes, the problem of binding the weather system to the scene was solved, enabling flexible application of weather data and improving the diversity of game content and player experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- FUJIAN TQ DIGITAL
- Filing Date
- 2024-12-27
- Publication Date
- 2026-06-30
AI Technical Summary
The existing weather system in games is tied to the game scene, which makes players lose interest in weather changes, has high hardware requirements, and low utilization of weather data, thus affecting the player experience.
By creating hidden events and weather data corresponding to the game scene, setting event trigger conditions, acquiring player operation data in real time, determining whether the trigger conditions are met, and generating corresponding hidden events, the linkage between weather data and hidden events is achieved.
It increases the influence of weather data in the game, enhances the diversity of game content and player experience, changes the plot through hidden events, unlocks special levels, and improves the resource utilization rate of weather data.
Smart Images

Figure CN122298022A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of data processing technology, and in particular to a method and terminal for linking weather data within a game. Background Technology
[0002] Nowadays, many games incorporate weather systems, adding various weather data to game scenes. This allows players to control virtual characters in rainy, sunny, sandstorm, blizzard, or thunderstorm conditions, providing a more realistic and exciting gaming experience. Furthermore, some games directly affect virtual character attributes based on weather conditions, such as reducing movement speed in rainy weather and increasing water consumption in sunny weather, further enhancing the realistic experience.
[0003] However, existing games typically tie weather systems to in-game time or map environments, treating them as independent game elements. After playing for a certain period, players not only lose interest in the changing weather but also become dissatisfied due to the negative side effects of in-game weather or their own aversion to certain weather conditions, thus diminishing their gaming experience.
[0004] Furthermore, the presentation of weather data places high demands on game graphics and frame rates, and consequently increases hardware requirements. Given the current limitations of weather data and its low utilization rate, players with hardware limitations or those who consider weather changes an unnecessary feature are more likely to reject the game's weather settings. Summary of the Invention
[0005] The technical problem to be solved by this invention is to provide a method and terminal for the linked use of in-game weather data, improve the resource utilization rate of in-game weather data, make its role in the game more flexible, and improve the player's gaming experience.
[0006] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for linking in-game weather data includes the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
[0007] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A terminal for linking in-game weather data includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
[0008] The beneficial effects of this invention are as follows: It provides a method and terminal for the linked use of in-game weather data, which sets up the linkage between weather data and hidden events in the game scene, so that the weather data can not only affect the environment of the game scene, but also affect the triggering conditions of hidden events. In this way, the hidden events can be used to change the plot and unlock special levels, thereby increasing the influence of weather data in the game. At the same time, the specific content of the hidden events can also be more flexibly selected due to the addition of weather data, thereby improving the resource utilization rate of weather data in the game and bringing players a novel experience that can run through the entire game process. Attached Figure Description
[0009] Figure 1 This is a schematic diagram illustrating the steps of a method for linking and using in-game weather data according to the present invention; Figure 2 This is a system block diagram of a terminal for linking in-game weather data according to the present invention.
[0010] Label Explanation: 1. A terminal for linking in-game weather data; 2. Memory; 3. Processor. Detailed Implementation
[0011] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0012] Please refer to Figure 1 A method for linking in-game weather data includes the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
[0013] As can be seen from the above description, the beneficial effects of the present invention are as follows: by setting weather data and hidden events in the game scene, the weather data can not only affect the environment of the game scene, but also affect the triggering conditions of hidden events. In this way, the hidden events can be used to change the plot and unlock special levels, thereby increasing the influence of weather data in the game. At the same time, the specific content of the hidden events can also be more flexibly selected due to the addition of weather data, thereby improving the resource utilization rate of weather data in the game and bringing players a novel experience that can run through the entire game process.
[0014] Furthermore, step S2 also includes: Configure the environmental correction data for the hidden event under different weather data; The generation of corresponding hidden events within the current game scene specifically includes: Based on the corresponding hidden event and its environmental correction data in the current weather data, a real-time event is generated within the current game scene.
[0015] As described above, when generating hidden events in the game, the impact of weather data is fully considered, resulting in environmental correction data. This data is then used to adapt the content of the hidden events, creating real-time events that fit the player's current in-game situation. This diversifies gameplay and provides a more realistic experience. Furthermore, the impact of weather data on game content changes is significantly enhanced, greatly increasing player engagement compared to approaches that only focus on visual effects.
[0016] Furthermore, the procedure before step S3 includes: Set up an attribute weakening mechanism corresponding to the weather data, and special items to resist the attribute weakening mechanism; Step S3 further includes: The attribute reduction mechanism corresponding to the current weather data of the game scene where the player-controlled virtual character is located is used to update the character attributes of the player-controlled virtual character; The special item is set as the completion reward for the corresponding hidden event.
[0017] As described above, weather data is used to negatively impact the attribute values of the virtual character controlled by the player. At the same time, special items that resist the negative impact are provided as rewards for completing hidden events. This not only increases the attractiveness of hidden events to players, but also provides players with the ability to eliminate the effects of weather while giving them a realistic weather experience.
[0018] Furthermore, creating the weather data in step S1 includes: Create weather generation rules composed of in-game time and random number algorithms, and the weather state class pointed to by the weather generation rules; The weather status category includes weather type, duration, and intensity level.
[0019] As can be seen from the above description, combining in-game time and random number algorithms as weather generation rules makes the occurrence of a certain type of weather in the game scene highly uncertain; at the same time, establishing weather states, dividing the weather into different types, and assigning duration and intensity levels makes the presentation of weather more diverse, flexible and vivid.
[0020] Furthermore, creating the hidden event in step S1 includes: The hidden event includes at least two story missions and at least two event endings generated based on the completion of all the story missions.
[0021] As described above, hidden events link the event endings to multiple story missions. After players complete all the story missions in a hidden event, the corresponding event endings are generated based on the completion status of all the story missions. This makes the presentation of events more diverse, the configuration more flexible, and improves the replayability of hidden content, thus enriching the game content.
[0022] Please refer to Figure 2 A terminal 1 for linking in-game weather data includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it performs the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
[0023] As can be seen from the above description, the beneficial effects of the present invention are as follows: by setting weather data and hidden events in the game scene, the weather data can not only affect the environment of the game scene, but also affect the triggering conditions of hidden events. In this way, the hidden events can be used to change the plot and unlock special levels, thereby increasing the influence of weather data in the game. At the same time, the specific content of the hidden events can also be more flexibly selected due to the addition of weather data, thereby improving the resource utilization rate of weather data in the game and bringing players a novel experience that can run through the entire game process.
[0024] Furthermore, step S2 also includes: Configure the environmental correction data for the hidden event under different weather data; The generation of corresponding hidden events within the current game scene specifically includes: Based on the corresponding hidden event and its environmental correction data in the current weather data, a real-time event is generated within the current game scene.
[0025] As described above, when generating hidden events in the game, the impact of weather data is fully considered, resulting in environmental correction data. This data is then used to adapt the content of the hidden events, creating real-time events that fit the player's current in-game situation. This diversifies gameplay and provides a more realistic experience. Furthermore, the impact of weather data on game content changes is significantly enhanced, greatly increasing player engagement compared to approaches that only focus on visual effects.
[0026] Furthermore, the procedure before step S3 includes: Set up an attribute weakening mechanism corresponding to the weather data, and special items to resist the attribute weakening mechanism; Step S3 further includes: The attribute reduction mechanism corresponding to the current weather data of the game scene where the player-controlled virtual character is located is used to update the character attributes of the player-controlled virtual character; The special item is set as the completion reward for the corresponding hidden event.
[0027] As described above, weather data is used to negatively impact the attribute values of the virtual character controlled by the player. At the same time, special items that resist the negative impact are provided as rewards for completing hidden events. This not only increases the attractiveness of hidden events to players, but also provides players with the ability to eliminate the effects of weather while giving them a realistic weather experience.
[0028] Furthermore, creating the weather data in step S1 includes: Create weather generation rules composed of in-game time and random number algorithms, and the weather state class pointed to by the weather generation rules; The weather status category includes weather type, duration, and intensity level.
[0029] As can be seen from the above description, combining in-game time and random number algorithms as weather generation rules makes the occurrence of a certain type of weather in the game scene highly uncertain; at the same time, establishing weather states, dividing the weather into different types, and assigning duration and intensity levels makes the presentation of weather more diverse, flexible and vivid.
[0030] Furthermore, creating the hidden event in step S1 includes: The hidden event includes at least two story missions and at least two event endings generated based on the completion of all the story missions.
[0031] As described above, hidden events link the event endings to multiple story missions. After players complete all the story missions in a hidden event, the corresponding event endings are generated based on the completion status of all the story missions. This makes the presentation of events more diverse, the configuration more flexible, and improves the replayability of hidden content, thus enriching the game content.
[0032] Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for linking in-game weather data includes the following steps: S1. Create hidden events and weather data corresponding to the game scene; When creating weather data, specifically create weather generation rules composed of in-game time and random number algorithms, as well as the weather state classes that the weather generation rules point to; For example, a 20% probability of a special weather event is set to trigger during each day's gameplay. The weather generation rules are based on a game day cycle, and a random number generator checks each hour: if the random number is less than 0.2, and the current game region is in a specific climate zone (e.g., humid regions are more prone to rain), there is a 50% probability of rain, with a duration randomly ranging from 2 to 5 hours. The weather status includes weather type, duration, and intensity level.
[0033] The weather type includes sunny, rainy, and snowy days; the intensity level includes light rain, moderate rain, heavy rain, and blizzard; and the duration is determined by the rate at which in-game time changes. For example, when rain is triggered, the weather type is set to "rainy," the intensity is initialized to "moderate rain," and the duration is set to a randomly generated 3 hours. During gameplay, the duration decreases after a certain period, such as 10 minutes of gameplay, and the intensity is adjusted according to certain rules. For instance, if the duration is less than 1 hour, there is a 30% probability that the intensity will change from "moderate rain" to "light rain."
[0034] Meanwhile, the weather status category also includes changes in visual effects and physical simulation. Regarding visual effects, in rainy scenes, obstructed vision is simulated by reducing the contrast and sharpness of the image. Specifically, a post-processing effect can be added to the graphics rendering pipeline to blur the entire screen image, with the blurring degree depending on the intensity of the rain. For example, when the rain is "heavy," the blur radius is set to 5 pixels; when the rain is "light," the blur radius is set to 2 pixels. Additionally, raindrop rendering effects are added, randomly generating raindrop textures on the screen and simulating the falling trajectory of raindrops based on wind direction and gravity. For physical simulation, for example, a coefficient of friction is defined for changes in ground friction during rain: 1.0 (normal friction) on sunny days, and varying between 0.6 and 0.8 depending on the rain intensity during rain. When the player character moves on the ground, the character's acceleration and maximum speed are adjusted based on the current coefficient of friction. On sunny days, the player character's horizontal acceleration is 0.5 m / s², while in "heavy rain" weather, the horizontal acceleration decreases to 0.3 m / s², making the player feel a significant decrease in speed and controllability when moving the character.
[0035] In addition, combat difficulty is adjusted and weather monitoring is implemented: when the weather system detects rain, logic is triggered to increase the difficulty of combat operations. For example, the player character's attack hit rate is 80% in sunny weather, but drops to 60% in rain. Skill cooldown time is 5 seconds in sunny weather, but increases to 7 seconds in rain. At the same time, enemy characters have a reduced field of vision in the rain, but their movement speed is increased, increasing the player's chances of being ambushed.
[0036] S2. Set the event trigger conditions for hidden events under different weather data; Event triggering conditions include, but are not limited to, situations where the player moves to a specific area on the map under certain weather conditions, or the player touching virtual plants that only appear under certain weather conditions. For example, in a valley battle scenario, when it rains and the player character leads their troops to a specific area of the valley (coordinates X: [100, 200], Y: [300, 400]), a hidden cave is revealed. A mysterious sage appears in the cave and provides different strategic advice based on the current battle situation. For example, if the player's forces are at a disadvantage, the sage might suggest using guerrilla tactics to distract the enemy and find opportunities to raid the enemy's rear supply camps. The player can choose whether to accept the sage's advice through dialogue options.
[0037] In addition, the impact of weather conditions on the player-controlled virtual character can be used to construct event triggering conditions. For example, severe weather could disrupt travel and create a guidance mechanism: In a fantasy adventure game, the player character needs to traverse a mountain range to reach a distant magic castle. When a blizzard occurs (detected by the weather system), the player character's movement speed is significantly reduced, and they incur a certain amount of health loss for every distance moved (simulating the damage caused by severe weather). When the health loss reaches a certain level, it serves as an event trigger, forcibly guiding the player to a nearby village for refuge. For example, the player character loses 5% of their health for every 100 meters moved in the blizzard. When health drops below 30%, a storyline prompt to travel to the village is triggered.
[0038] Hidden events include, but are not limited to, unlocking new NPC characters, entering village dungeons, and triggering special boss battles. Furthermore, hidden events can interact with the main game flow, altering the story's trajectory. For example, if the player accepts the wise man's guerrilla tactics advice and successfully raids the enemy's supply camp in a subsequent battle, causing a drop in enemy morale and weakening their combat power, the battle result will be updated to a victory, and the player's decision will be recorded as "adopting guerrilla tactics and successfully raiding the supply camp." This decision will affect subsequent plot developments. For instance, in later storylines, enemy forces will be more wary of the player's guerrilla tactics, increasing the complexity of strategic planning in subsequent battles. Additionally, the player's victory may gain the support of the local populace, unlocking side quests that involve cooperation with the people, further enriching the story.
[0039] In addition to the aforementioned impact on the virtual character controlled by the player, it also includes setting environmental correction data for hidden events under different weather conditions; and generating real-time events in the current game scene based on the corresponding hidden events and their environmental correction data under the current weather conditions.
[0040] For example, even within the same small village event, different weather conditions can lead to different storylines and tasks. Once the player-controlled virtual character arrives at the village, they can interact with various NPCs. For instance, talking to the village elder will inform the player that the village is facing a food shortage because a blizzard has damaged farmland and transport roads. At this point, the player can choose whether to help the villagers solve the problem. If the player chooses to help, a series of tasks will be triggered, such as repairing irrigation facilities for the farmland (requiring the player to find specific tools and materials around the village) and escorting a transport team across dangerous snowy roads (involving battles with snow monsters). However, if it's not a blizzard but rather heavy rain, events such as a river flooding the village might occur, requiring the player to defeat monsters on the road downstream and finally open a sluice gate between the river and its tributaries downstream.
[0041] S3. While the player is playing the game, the system obtains the current weather data and player operation data of the game scene where the virtual character controlled by the player is located in real time. It determines whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
[0042] While the player is playing, the main game loop runs at a fixed frame rate, for example, 60 loops per second. In each loop, the game time is first updated, and the system determines whether a weather change needs to be triggered based on the passage of time. Then, player input events, such as keyboard inputs and mouse clicks, are processed, and the results of these actions are combined with in-game responses to form the player's action data. Afterward, every certain period (e.g., every 10 minutes of game time), the weather system module's update function is called. This function checks the current weather state and time factors to determine whether a new weather event needs to be generated or the existing weather state updated. If the weather changes (e.g., from sunny to rainy), corresponding story interaction events are triggered based on the current game scene and the player's location. For example, if the player is currently engaged in combat, the weather and story logic within the combat scenario is activated, adjusting the combat difficulty and potentially triggering hidden elements. If the player is on an adventure, the system checks whether severe weather will affect their journey, such as guiding the player to a small village if a blizzard occurs.
[0043] In this embodiment, an attribute weakening mechanism corresponding to weather data and special items to resist the attribute weakening mechanism are set up. When the player is playing the game, the attribute weakening mechanism corresponding to the current weather data of the game scene where the player-controlled virtual character is located is invoked to update the character attributes of the player-controlled virtual character. The special items are set as completion rewards for corresponding hidden events. For example, assuming the player successfully completes the task of helping villagers repair farmland irrigation facilities, the villagers will give the player a magic cloak with a warm function as a thank you. This cloak can reduce the loss of the player character's health due to blizzard weather in subsequent adventures and increase the player's movement speed in snowy areas.
[0044] Meanwhile, in this embodiment, during the creation process in step S1, at least two plot tasks and at least two event endings are set in the hidden event, which are generated based on the completion status of all plot tasks. For example, at the start of the hidden event, the plot tasks are initialized to three, and the plot variables are initialized at the same time, setting "Accept the wise man's advice" to false, "Number of tasks completed to help villagers" to 0, and "Time to reach destination" to the initial time.
[0045] To record the completion status of story missions in the game, a story data record class is created, containing multiple member variables to store key decisions and event information of the player during gameplay. For example, a boolean variable "Accept the Wise Man's Advice" records whether the player accepted the mysterious wise man's strategic advice during combat missions; an integer variable "Number of Villager Assistance Missions Completed" counts the number of times the player helped villagers complete missions during adventure missions; and a time-based variable "Time of Arrival at Destination" records the actual time the player arrived at important locations (such as the magic castle). During gameplay, whenever the player makes a weather-related story choice, the corresponding data record is updated. For example, after the player speaks with the wise man and makes a choice during the valley battle, the "Accept the Wise Man's Advice" variable is immediately set to the corresponding value (true or false). During adventure missions, each time the player completes a villager assistance mission, the "Number of Villager Assistance Missions Completed" is incremented by 1. Simultaneously, when the player character reaches the destination, the current game time is retrieved and recorded in the "Time of Arrival at Destination" variable.
[0046] Correspondingly, regarding event endings, multiple different ending conditions are defined, each related to the player's story data. For example, a "perfect ending" might be defined as follows: accepting the wise man's advice and winning the battle in the combat storyline, completing at least 3 villager assistance tasks in the adventure storyline, and arriving at the destination within the specified delay time (assuming 5 in-game days). Another "normal ending" might be defined as follows: not accepting the wise man's advice but still winning the battle in the combat storyline, or completing 1-2 villager assistance tasks, arriving at the destination with a certain delay but not exceeding the severe delay time (assuming 7 in-game days). A "bad ending" might be defined as: multiple decision-making errors leading to battle failure in the combat storyline, rarely helping villagers or completely ignoring their plight in the adventure storyline, and arriving at the destination significantly exceeding the time limit (exceeding 7 in-game days).
[0047] Write an ending determination function that is called near the end of the game or when specific conditions are met. The function reads the values of various variables from the story data record class and performs a comprehensive analysis based on predefined ending conditions. For example, it first checks the player's performance in the battle scenario; if "accepting the wise man's advice" is true and the battle result is a victory, it then checks whether "number of villager help tasks completed" and "time to reach the destination" meet the corresponding conditions for a "happy ending." If all conditions are met, the game ending is determined to be a "happy ending"; if some conditions are not met, it continues to check other ending conditions until a matching ending is found.
[0048] Based on the outcome, the corresponding ending display resources are invoked. For the "Happy Ending," a wonderful animation can be played, showing the player character leading everyone to celebrate victory and the city's prosperity, accompanied by rousing music and text descriptions, such as "With your wisdom and courage, you made the right choice in a difficult environment, not only defeating the enemy but also winning the love of the people, becoming a hero of this land, and ushering in a new era." After the ending is revealed, provide players with detailed feedback. For example, list the key decisions players made during the game and analyze their impact on the ending. For players who had a "bad ending," suggest where they could have made different choices to achieve a better outcome, such as, "In the Valley Campaign, if you had heeded the wise man's advice and strategically deployed your troops, the course of the battle might have been different. During the adventure, helping villagers solve problems will earn you more support and resources, helping you reach your destination faster and face subsequent challenges." Encourage players to try the game again.
[0049] Please refer to Figure 2Embodiment two of the present invention is as follows: A terminal 1 for linking in-game weather data includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it implements a method for linking in-game weather data according to Embodiment 1.
[0050] In summary, the present invention provides a method and terminal for the linked use of in-game weather data. By setting up linkage between weather data and hidden events within the game scene, the weather data can not only affect the game environment but also influence the triggering conditions of hidden events. This allows for changes in the plot, unlocking special levels, and other functions through hidden events, thereby increasing the influence of weather data within the game. Furthermore, the specific content of hidden events can be more flexibly chosen due to the addition of weather data, thus improving the resource utilization rate of in-game weather data and providing players with a novel experience throughout the entire game.
[0051] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for linkage use of in-game weather data, characterized by, Includes the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
2. The method of claim 1, wherein, Step S2 further includes: Configure the environmental correction data for the hidden event under different weather data; The generation of corresponding hidden events within the current game scene specifically includes: Based on the corresponding hidden event and its environmental correction data in the current weather data, a real-time event is generated within the current game scene.
3. The method of claim 1, wherein, Before step S3, the following also includes: Set up an attribute weakening mechanism corresponding to the weather data, and special items to resist the attribute weakening mechanism; Step S3 further includes: The attribute reduction mechanism corresponding to the current weather data of the game scene where the player-controlled virtual character is located is used to update the character attributes of the player-controlled virtual character; The special item is set as the completion reward for the corresponding hidden event.
4. The method of claim 1, wherein, Creating the weather data in step S1 includes: Create weather generation rules composed of in-game time and random number algorithms, and the weather state class pointed to by the weather generation rules; The weather status category includes weather type, duration, and intensity level.
5. The method of claim 1, wherein, Creating the hidden event in step S1 includes: The hidden event includes at least two story missions and at least two event endings generated based on the completion of all the story missions. 6.A terminal for linkage use of in-game weather data, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program comprises the following steps of: When the processor executes the computer program, it performs the following steps: S1. Create hidden events and weather data corresponding to the game scene; S2. Set the event triggering conditions for the hidden event under different weather data; S3. When the player is playing the game, the current weather data and player operation data of the game scene where the virtual character controlled by the player are located are obtained in real time. It is determined whether the player operation data meets the event triggering conditions of the current weather data in the triggering condition set. If so, the corresponding hidden event is generated in the current game scene.
7. The terminal for the linkage use of in-game weather data according to claim 6, wherein Step S2 further includes: Configure the environmental correction data for the hidden event under different weather data; The generation of corresponding hidden events within the current game scene specifically includes: Based on the corresponding hidden event and its environmental correction data in the current weather data, a real-time event is generated within the current game scene.
8. The terminal for linkage use of in-game weather data according to claim 6, wherein Before step S3, the following also includes: Set up an attribute weakening mechanism corresponding to the weather data, and special items to resist the attribute weakening mechanism; Step S3 further includes: The attribute reduction mechanism corresponding to the current weather data of the game scene where the player-controlled virtual character is located is used to update the character attributes of the player-controlled virtual character; The special item is set as the completion reward for the corresponding hidden event.
9. The terminal for linkage use of in-game weather data according to claim 6, wherein Creating the weather data in step S1 includes: Create weather generation rules composed of in-game time and random number algorithms, and the weather state class pointed to by the weather generation rules; The weather status category includes weather type, duration, and intensity level.
10. The terminal for linkage use of in-game weather data according to claim 6, wherein Creating the hidden event in step S1 includes: The hidden event includes at least two story missions and at least two event endings generated based on the completion of all the story missions.