Method and system for adjusting attributes of a virtual character

CN122828384APending Publication Date: 2026-09-29FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510362284.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-26
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

然而,现有的虚拟道具属性调整机制存在一些局限性,缺乏灵活性和智能化的支持

Benefits of technology

进一步地,响应于对第一虚拟角色使用游戏虚拟道具的操作,之后还包括:

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a kind of virtual role attribute adjustment method and system, response to the operation of first virtual role using game virtual props, the attribute of first virtual role is converted into the first attribute corresponding to game virtual props, and dynamically adjusts attribute addition according to the attribute qualification information of role, can be combined with the attribute addition of first virtual role itself information pertinence, improve the flexibility and adaptability of attribute adjustment.According to the attribute qualification information of role and prop attribute, the trigger probability of attribute addition is calculated, the randomness of game is increased.Through collecting and analyzing the battle data of role, combined with big data analysis, intelligent recommendation is provided for player.In this way, the time cost and resource occupation space of attribute adjustment can be reduced, and the flexibility and pertinence of attribute adjustment are improved.
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Description

Technical Field

[0001] This invention relates to the technical field of game data processing, and in particular to a method and system for adjusting the attributes of virtual characters. Background Technology

[0002] With the rapid development of online games, virtual items are playing an increasingly important role. Virtual items not only enhance the attributes of game characters but also provide players with more strategic options and combat advantages. However, existing virtual item attribute adjustment mechanisms have some limitations, lacking flexibility and intelligent support.

[0003] Traditional methods of adjusting the attributes of virtual items typically rely on fixed attribute bonus rules, making it impossible to dynamically adjust them based on the individual differences of game characters. For example, in some games, the attribute bonuses of items after use are fixed. While this fixed bonus method is simple and easy to implement, it requires a huge rule library to adapt to different characters, and its flexibility is limited.

[0004] Furthermore, existing virtual item systems typically lack in-depth analysis of character combat data, failing to provide players with intelligent recommendations based on big data. After using virtual items, players often need to manually adjust their character's equipment and skills, which not only increases the player's operational burden but may also lead to poor character performance in combat.

[0005] Therefore, there is an urgent need for a method to adjust the attributes of virtual items that can dynamically adjust attribute bonuses based on character attribute and qualification information and provide intelligent recommendations to players by combining big data analysis, so as to reduce the time cost of attribute adjustment. Summary of the Invention

[0006] The technical problem to be solved by the present invention is to provide a method and system for adjusting the attributes of virtual characters, which can reduce the time cost and resource consumption of attribute adjustment, and improve the flexibility and targeting of attribute adjustment.

[0007] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for adjusting the attributes of a virtual character, comprising the following steps: In response to the operation of using game virtual items on the first virtual character, the character attributes of the first virtual character are converted into the first attribute corresponding to the game virtual item, and the first bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the first virtual character. Based on the attribute and qualification information of the first virtual character and the first attribute of the game virtual item, calculate the trigger probability of the second bonus of the first attribute, and adjust the attribute bonus of the first virtual character according to the trigger probability; Update the attribute and qualification information of the first virtual character based on the attribute adjustments of the first virtual character; The combat data of the first virtual character using the game's virtual props is collected. Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of virtual characters of the same type within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character.

[0008] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A system for adjusting the attributes of a virtual character 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 implements the steps of the aforementioned method for adjusting the attributes of a virtual character.

[0009] The beneficial effects of this invention are as follows: In response to the use of game virtual items on a first virtual character, the attributes of the first virtual character are converted into the first attribute corresponding to the game virtual item, and the attribute bonus is dynamically adjusted according to the character's attribute aptitude information. This allows for targeted attribute bonuses based on the first virtual character's own information, improving the flexibility and adaptability of attribute adjustment. The trigger probability of attribute bonuses is calculated based on the character's attribute aptitude information and item attributes, increasing the game's randomness. By collecting and analyzing character combat data, combined with big data analysis, intelligent recommendations are provided to players. In this way, the time cost and resource consumption of attribute adjustment can be reduced, while improving the flexibility and targeting of attribute adjustment. Attached Figure Description

[0010] Figure 1 This is a flowchart illustrating a method for adjusting the attributes of a virtual character according to an embodiment of the present invention; Figure 2 This is a schematic diagram of a system for adjusting the attributes of a virtual character according to an embodiment of the present invention; Label Explanation: 1. A system for adjusting the attributes of a virtual character; 2. A memory; 3. A 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 This invention provides a method for adjusting the attributes of a virtual character, including the following steps: In response to the operation of using game virtual items on the first virtual character, the character attributes of the first virtual character are converted into the first attribute corresponding to the game virtual item, and the first bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the first virtual character. Based on the attribute and qualification information of the first virtual character and the first attribute of the game virtual item, calculate the trigger probability of the second bonus of the first attribute, and adjust the attribute bonus of the first virtual character according to the trigger probability; Update the attribute and qualification information of the first virtual character based on the attribute adjustments of the first virtual character; The combat data of the first virtual character using the game's virtual props is collected. Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of virtual characters of the same type within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character.

[0013] As can be seen from the above description, the beneficial effects of the present invention are as follows: Furthermore, in response to the operation of using game virtual items on the first virtual character, the following is also included: In response to a touch command between the first virtual character and the game virtual item, a corresponding touch interaction effect is matched based on the type and appearance information of the first virtual character and the first attribute of the game virtual item.

[0014] As described above, matching the corresponding touch interaction effects based on the type and appearance information of the first virtual character enhances the interactivity and immersion between the player and the game, allowing the player to experience more intuitive visual and sound feedback when using items.

[0015] Furthermore, through big data analysis, the combat data of the first virtual character is analyzed with the combat data of similar virtual characters within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character, including: Machine learning is used to train the attribute and qualification information of all first virtual characters within a preset range who use the game's virtual props before and after the attribute transformation, and the usage result of the game's virtual props is predicted based on the training results.

[0016] As described above, by analyzing and training the data before and after the transformation of character attributes through machine learning algorithms, it is possible to predict the results of item usage, so that players can decide whether to continue using items on their characters.

[0017] Furthermore, in response to the operation of using game virtual items on the first virtual character, the following is also included: In response to the operation of using game virtual items on the second virtual character, the character attributes of the second virtual character are converted into the first attribute corresponding to the game virtual item, and the third bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the second virtual character, wherein the value of the third bonus is greater than the value of the first bonus; The operation interval of the game's virtual props is extended according to a preset ratio.

[0018] As described above, when the second virtual character uses virtual items in the game, it can obtain higher attribute bonuses. That is, the efficiency of item use can be further improved through virtual character bonds, thereby increasing the flexibility and targeting of attribute adjustments. By extending the operation interval of items, the game imbalance caused by players frequently using items is avoided.

[0019] Furthermore, in response to the operation of using game virtual items on the first virtual character, the following steps are then included: Store the character attributes and attribute qualification information of the first virtual character before conversion; Also includes: In response to the undo operation of using game virtual items on the first virtual character within a preset time range, the character attributes and attribute qualification information of the first virtual character are restored to the character attributes and attribute qualification information before the conversion.

[0020] As described above, by storing the character's attributes and qualifications before the transformation, players are allowed to undo their actions within a preset time, reducing losses caused by misoperation.

[0021] Please refer to Figure 2 Another embodiment of the present invention provides a system for adjusting the attributes of a virtual character, including 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 implements the various steps of the above-described method for adjusting the attributes of a virtual character.

[0022] The method and system for adjusting the attributes of a virtual character described above are suitable for reducing the time cost and resource consumption of attribute adjustment, and improving the flexibility and targeting of attribute adjustment. The following is a detailed description of specific implementation methods: Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for adjusting the attributes of a virtual character, comprising the following steps: S1. In response to the operation of using game virtual items on the first virtual character, the character attribute of the first virtual character is converted into the first attribute corresponding to the game virtual item, and the first bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the first virtual character.

[0023] In this embodiment, the first virtual character is a game pet, the game virtual item is a plasma potion, the first attribute is lightning, and the attribute qualification information includes the pet's growth potential data and initial attribute distribution data.

[0024] When a virtual item is applied to a first virtual character, not only are its attributes converted to the item's primary attribute, but the specific bonus value of that primary attribute is also dynamically adjusted based on the first virtual character's attribute aptitude information. This attribute conversion method, based on the individual differences of the first virtual character, increases the flexibility of game attribute adjustments, requiring players to have a deeper understanding of their character's characteristics to decide whether to use virtual items.

[0025] For example, for pets with high growth potential, the lightning attribute bonus may increase attack power by 30% to 50%, while for pets with low growth potential, the attack power increase is 15% to 30%, and there are also corresponding differentiated bonuses in other attributes such as defense and speed.

[0026] In some embodiments, the user interface for using virtual game items has been optimized, adopting a simple and intuitive graphical design. Players can quickly complete attribute conversions with a single click (such as long-pressing the plasma potion icon and dragging it onto the target pet's portrait). Simultaneously, the system displays real-time dynamic effects of the pet's attribute changes (such as the gradual increase in attribute values ​​and the gradual appearance of lightning attribute effects on the pet) and animations of star rating increases (such as the star rating icon flashing and leveling up), allowing players to instantly perceive the results of their actions. Furthermore, during operation, the system provides voice prompts to inform players of the current status (such as "Plasma potion used successfully, pet attribute converted to lightning, star rating increased by 1 star"), allowing players to understand the operation without looking at the screen, improving the convenience and smoothness of the operation.

[0027] S2. Based on the attribute and qualification information of the first virtual character and the first attribute of the game virtual item, calculate the trigger probability of the second bonus of the first attribute, and adjust the attribute bonus of the first virtual character according to the trigger probability.

[0028] In this embodiment, an attribute conversion probability factor is introduced. Each time a virtual item is used, in addition to the inevitable conversion of the first attribute and the increase in the level of the first virtual character, there is a certain probability (10%~20%) of triggering a second attribute mutation. The mutation effects include gaining additional first attribute skills, increasing the damage multiplier of the first attribute skills (from the normal 1.5 times to 2~3 times), or enhancing the combat capabilities of the first virtual character in specific scenarios (e.g., in a lightning attribute environment dungeon, the mutated pet receives 30%~50% less damage). This random factor brings surprise and challenge to players, encouraging them to try using virtual items multiple times to obtain a more powerful first virtual character.

[0029] In this embodiment, a distributed database architecture is used to store the attribute data of the first virtual character and related information of virtual game items. Different types of data (such as basic attributes of pets, skill data, equipment data, plasma potion inventory and usage records, etc.) are distributed and stored on multiple database nodes to improve data storage capacity and read / write speed. When players frequently use plasma potions (such as when a large number of players simultaneously perform pet attribute conversion operations during game events), the distributed database can effectively handle high-concurrency requests, ensuring system stability and response speed. For example, by using data sharding technology to distribute pet attribute data across multiple nodes according to certain rules, when players query or update pet attributes, the system can perform operations on multiple nodes in parallel, greatly shortening data processing time and avoiding system lag or delays caused by high concurrency.

[0030] This embodiment also establishes a database caching mechanism to cache frequently used plasma potion information (such as price, usage restrictions, attribute conversion rules, etc.) and pet attribute data that players have recently frequently manipulated in memory. When players query this information again, the system can directly read it from the cache, reducing the number of database accesses and further improving the system's response speed. At the same time, the caching mechanism can also alleviate the database load to a certain extent, ensuring stable system operation under high traffic conditions.

[0031] Therefore, the distributed database architecture and caching mechanism improve data processing efficiency and system stability. In high-concurrency game environments, it can quickly respond to player operation requests, ensuring accurate updates and queries of pet attribute data. This not only enhances the player's gaming experience but also provides game operators with a reliable data management platform, facilitating real-time monitoring and analysis of game data. Simultaneously, stable system operation reduces game malfunctions caused by data processing issues. Strict data security measures (such as encrypted storage and multi-factor authentication) protect the security of players' personal game data. When players use plasma potions to perform operations such as pet attribute conversion, they don't need to worry about data leakage or tampering, enhancing player trust in the game.

[0032] S3. Update the attribute qualification information of the first virtual character based on the attribute adjustment of the first virtual character.

[0033] In some embodiments, in response to the operation of using a game virtual item on a first virtual character, the following steps may be included: in response to the operation of using a game virtual item on a second virtual character, converting the character attribute of the second virtual character into a first attribute corresponding to the game virtual item, and dynamically adjusting a third bonus of the first attribute according to the attribute qualification information of the second virtual character, wherein the value of the third bonus is greater than the value of the first bonus; and extending the operation interval time of the game virtual item by a preset ratio.

[0034] Specifically, a mechanism linking virtual character bonds with restrictions on the use of in-game virtual items is introduced. Based on the bond relationships between virtual characters (such as certain pets triggering additional team attribute bonuses under specific combinations), the restrictions on the use of in-game virtual items will change when there are virtual characters with bond relationships in a player's team. For example, if there are two virtual characters with bond relationships in the team, and the first virtual character has already used an in-game virtual item to convert to a primary attribute, then when the second virtual character uses an in-game virtual item, its primary attribute bonus will be enhanced (e.g., an additional 10%~15% increase in attack power), but the cooldown time after use will be extended (e.g., from the usual 24 hours to 48 hours). This linkage mechanism encourages players to explore different virtual character bond combinations and make more strategic decisions when using in-game virtual items, increasing the game's strategic depth and teamwork.

[0035] In some embodiments, environmental restrictions and special effects can be set for virtual game items. Different environmental areas (such as Thunder Zone, Ice Plains, and Flaming Mountain) can be created in the game, so that virtual game items will produce different effects when used in different environments. For example, when using a Plasma Potion in a Thunder Zone environment, the attribute bonus of the pet after converting to Thunder attribute will be increased by 20% to 30%, and there is a chance to trigger Thunder Zone exclusive skills (such as summoning lightning pillars to attack enemy units); while when used in an Ice Plains environment, although the Thunder attribute bonus remains unchanged, the pet's speed attribute will be additionally increased (such as by 10% to 15%) to adapt to the combat characteristics of the Ice Plains environment. This setting of environmental restrictions and special effects encourages players to choose the appropriate location to use Plasma Potion according to the combat scenario, increasing the strategic diversity and fun of the game.

[0036] Therefore, the environmental limitations of plasma potions and the pet synergy mechanism in this embodiment create more strategic options for players. Players need to flexibly choose the timing and target pets for using plasma potions based on different combat environments and pet synergy combinations to maximize the combat capabilities of their pets. For example, in team battles, players can carefully arrange the order and target of plasma potion usage based on the battlefield environment (such as being in a lightning zone) and the synergy relationships of the pets in their team, creating a pet team with strong synergy. This strategic expansion not only increases the game's strategic diversity but also promotes teamwork and communication among players, enhancing the game's social and competitive aspects.

[0037] S4. Collect the combat data of the first virtual character using the game virtual props, and analyze the combat data of the first virtual character with the combat data of virtual characters of the same type within a preset range through big data analysis. Based on the analysis results, provide relevant combat recommendation information for the first virtual character.

[0038] Specifically, a big data analysis module for the attributes of all virtual characters across the server will be established in the database. Each time a player uses a virtual item, the combat data of the first virtual character after attribute conversion (such as damage output, damage taken, survival time, skill release frequency, etc.) will be collected and compared with the data of similar virtual characters across the server. Based on the analysis results, intelligent recommendations will be provided to the player, such as suitable equipment combinations, skill upgrade order, and subsequent development directions for the first virtual character.

[0039] For example, if analysis reveals that a certain mythical beast, after being converted to the lightning attribute, performs well in group attacks but has weak survivability, it is recommended that players prioritize equipping it with gear that increases its health and defense, and upgrade its survival-related skill levels. It is also suggested that players arrange its positioning and tactical role reasonably in team battles.

[0040] Furthermore, machine learning can be used to train the attribute and qualification information of all first virtual characters within a preset range who use the game's virtual props before and after the attribute conversion, and the usage result of the game's virtual props can be predicted based on the training results.

[0041] In this embodiment, machine learning algorithms are used to predict the attribute development trend of the first virtual character. Specifically, by training on a large amount of data on pet attributes before and after transformation, it is possible to predict the attribute performance of the pet at different levels and in different combat scenarios after using plasma potions. Players can use this predictive information to plan their pet training strategies in advance, such as deciding whether to continue using plasma potions to increase star ratings and which combat mode to choose for training. This predictive function based on big data and machine learning provides players with forward-looking decision-making support, increasing the strategic depth and long-term planning capabilities of the game.

[0042] Embodiment 2 of the present invention is as follows: Based on Embodiment 1, the method is further defined as follows: After responding to the operation of using game virtual items on the first virtual character, it also includes: In response to a touch command between the first virtual character and the game virtual item, a corresponding touch interaction effect is matched based on the type and appearance information of the first virtual character and the first attribute of the game virtual item.

[0043] Specifically, when plasma potions come into contact with a monster, different visual and sound effects are triggered depending on the potion's properties, the monster's species, and appearance. For example, for a dragon-type monster, the plasma potion might cause lightning to surge around its body, accompanied by a dragon roar; while for an elf-type monster, it might emit soft lightning accompanied by a crisp electrical sound. These interactive effects not only enhance the game's immersion but also allow players to more intuitively experience the process of the plasma potion affecting the monster.

[0044] In this embodiment, a mechanism can also be established to link game virtual items with the skills of the first virtual character. After using game virtual items, some of the original skills of the first virtual character will be enhanced or transformed.

[0045] For example, a normal attack skill might inflict additional lightning damage and have a chance to trigger a chain lightning effect, dealing extra damage to surrounding enemy units; or a pet's defensive skill, when enhanced with lightning, could reflect a certain percentage of enemy lightning attack damage back to the attacker. This skill association mechanism enriches the combat skill combinations of the first virtual character, enhancing the diversity and strategic depth of combat.

[0046] Example 3 of this embodiment is as follows: Based on Embodiment 1, the method is further defined as follows: After responding to the operation of using game virtual items on the first virtual character, it also includes: Store the character attributes and attribute qualification information of the first virtual character before conversion; In response to the undo operation of using game virtual items on the first virtual character within a preset time range, the character attributes and attribute qualification information of the first virtual character are restored to the character attributes and attribute qualification information before the conversion.

[0047] Specifically, this embodiment adds an operation cancellation and undo function. Within a certain timeframe (e.g., 30 seconds) after a player uses a virtual item, if the player discovers an operational error or is dissatisfied with the result, they can choose to cancel the operation. The attributes and star rating of the first virtual character will be restored to their state before using the virtual item, and the virtual item will not be consumed. This function provides players with some margin for error, reduces losses due to misoperation, and enhances the player's gaming experience.

[0048] Embodiment four of the present invention is as follows: A specific application scenario for a method to adjust the attributes of a virtual character is provided: P1, System Initialization P11. Loading game resources and configuration files When the program starts, it first loads various resources required by the game from the server or local storage device, including pet models, skill effects, and user interface elements. Simultaneously, it reads the configuration file to obtain various attribute parameters of the plasma potion (such as price, usage restrictions, attribute conversion rules, etc.) and the basic data structure definitions related to pets (such as pet attribute types, star rating calculation methods, growth curves, etc.). This configuration information will be used as constants or baseline data during subsequent system operation.

[0049] P12. Initialize the MySQL database connection, using a suitable database connection driver (such as a JDBC driver) to establish a communication link with the MySQL database server. Configure connection parameters, including the database server address, port number, username, password, etc., and verify that the connection is successful. Create a database connection pool to improve the reusability and performance of database connections and avoid the overhead of frequently creating and destroying database connections.

[0050] P13. Check if the tables related to pets and plasma potions exist in the MySQL database. If not, create the corresponding tables using SQL statements (such as the CREATE TABLE statement) based on the preset database architecture, ensuring the integrity of the data storage structure. For example, create a pet attribute table (containing fields such as pet ID, attribute type, and attribute value), a pet status table (recording status information such as whether the pet is on a campaign), a plasma potion inventory table (linking player accounts to plasma potion quantities), a player information table (storing player accounts, magic stone balances, etc.), and an operation log table (recording detailed information about operations such as plasma potion usage).

[0051] P2. Plasma Chemical Acquisition and Inventory Management P21, Interact with the Magic Stone Shop (purchase Plasma Potions) When a player enters the Magic Stone Shop and selects to purchase a Plasma Potion, the client sends a purchase request to the server. Upon receiving the request, the server first verifies the player's login status (e.g., by checking a session token or verifying an account password) to ensure the player's account legitimacy. Then, it uses an SQL query (e.g., a SELECT statement) to retrieve the player's current Magic Stone count from the player information table and compares it with the price of the Plasma Potion to determine if the player has enough Magic Stones to pay for the potion.

[0052] If a player has sufficient Magic Stones, the server uses an SQL update statement (such as an UPDATE statement) to deduct the corresponding number of Magic Stones from the player's information table and increases the quantity of Plasma Potions in the Plasma Potion Inventory table (by adding the quantity field value to the corresponding record). After the operation is complete, a purchase success message is sent to the client. Upon receiving the message, the client displays the newly acquired Plasma Potions in its inventory in the game interface and updates the Magic Stone quantity display.

[0053] If a player lacks sufficient Magic Stones or their account verification fails, the server returns a corresponding error message to the client (such as "Insufficient Magic Stones" or "Account Verification Failed"). The client then displays a pop-up message on the interface informing the player of the reason for the failed purchase.

[0054] P22, Backpack Item Management (Plasma Solution Inventory Inquiry and Usage Preparation) During gameplay, players can check their plasma potion inventory at any time by opening their inventory. When a player clicks the plasma potion icon in the inventory interface, the client sends an inventory query request to the server. Upon receiving the request, the server uses an SQL query to retrieve the player's current plasma potion quantity from the plasma potion inventory table (based on the player's account) and returns the result to the client. The client then displays the corresponding quantity information on the inventory interface.

[0055] Meanwhile, the server uses SQL queries to check the usage status of plasma potions from the pet status table and other relevant tables (e.g., whether it is usable, whether it has expired, etc., based on rules in the configuration file and records in the database). If the plasma potion is usable, the server sends a usable notification to the client (e.g., a specific status code or message), and the client displays a usable notification on the interface (e.g., a button lights up or an icon changes color), and prepares to receive the player's usage instructions; if the plasma potion is unusable (e.g., it has been used or is on cooldown), the server sends an unusable notification to the client, and the client displays a corresponding unusable notification on the interface (e.g., a button is grayed out or a locked icon appears on the icon).

[0056] P3, Pet Attribute Conversion Operation Process P31. Plasma potion use trigger (player action) When a player decides to use a plasma potion on a pet in the game, they must first ensure that the pet is in a "deployed" state (the client sends a pet status query request to the server, and the server uses an SQL query to retrieve the pet's status from the pet status table; the "deployed" state is usually represented by a specific status code). Then, the player drags the plasma potion from their inventory to the pet's portrait or model in the game interface, or clicks the corresponding "use" button (the specific operation method depends on the game interface design).

[0057] After receiving the player's command to use the plasma potion, the client sends a request to the server to use the plasma potion. The request includes parameters such as the player's account information, the unique identifier of the pet (such as the pet ID), and the number of plasma potions to use (usually 1, depending on the system design rules).

[0058] P32, Server-side Authentication and Processing After receiving the usage request, the server re-verifies the player's account legitimacy (by querying the account records in the player information table) and whether the player possesses a sufficient quantity of Plasma Potions (by retrieving the quantity from the Plasma Potion inventory table using an SQL query and comparing it with the quantity requested). Simultaneously, it uses an SQL query to check whether the target pet meets the conditions for using Plasma Potions in the pet attribute table, i.e., the pet does not yet possess the Thunder attribute (by querying the pet attribute type field to determine if it has been marked as Thunder).

[0059] If the verification passes, the server initiates the attribute conversion transaction. First, the pet attribute conversion algorithm is executed. This algorithm calculates the new attribute value after conversion to the lightning attribute based on the attribute conversion rules in the configuration file and the pet's current basic attribute data (obtained from the pet attribute table). For example, for the attack power attribute, the new attack power value after the lightning attribute bonus may be calculated according to a predetermined formula based on factors such as the pet's level, growth rate, and original attack power (e.g., new attack power = original attack power (1 + lightning attribute attack power bonus coefficient), where the bonus coefficient is dynamically adjusted according to the pet's level and growth rate).

[0060] After calculating the new attribute values, the server uses SQL update statements to update the attribute value fields in the pet attribute table, replacing the original attribute values ​​with the new lightning attribute-related attribute values. At the same time, a star rating upgrade operation is performed, using SQL update statements to add a 1-star record to the pet star rating table (updating the star rating field value), and recalculating the pet's attribute growth cap, skill unlocking conditions, and other related parameters based on the new star rating (calling a pre-written star rating calculation function to perform the calculation and using SQL update statements to update the corresponding fields).

[0061] After completing the attribute conversion and star rating upgrade, the server uses an SQL insert statement to record the usage log of the plasma potion, inserting detailed information such as usage time, player account, pet ID, attribute values ​​before and after use into the operation log table. Then, it sends an attribute conversion success message to the client, which includes the new attribute values ​​of the pet after conversion, star rating information, and related special effect triggering commands (such as playing the pet attribute conversion effect, displaying the star rating upgrade animation, etc.).

[0062] If the verification fails, the server returns the corresponding error message to the client (such as "The target pet already has the lightning attribute" or "Insufficient plasma potion quantity"). The client then displays a pop-up message on the interface to inform the player of the reason for the failure.

[0063] P33, Client Response and Display Updates After receiving the attribute conversion success message from the server, the client plays visual effects (such as lightning and light effects around the pet's body, color changes, etc.) and sound effects (such as thunder sound effects) on the game interface according to the special effect trigger instructions in the message. At the same time, the client updates the pet's attribute display panel with the updated attribute values, displaying the new lightning attribute value, star rating, and related attribute description information.

[0064] In addition, the client updates the displayed plasma potion inventory in the backpack using the updated plasma potion inventory returned by the server, and decrements the number of used plasma potions by 1. If the use of plasma potions triggers changes in other related systems (such as the achievement system, quest system, etc.), the client updates the interface and displays corresponding prompts based on the server notification (such as popping up achievement completion prompts, updating quest progress displays, etc.).

[0065] P4, Database Interaction and Data Management P41, Attribute Query and Validation (Before Use) Before players can use plasma potions, the server needs to query relevant data for verification and preparation. As mentioned earlier, SQL queries are used to retrieve the player's magic stone balance from the player information table, the plasma potion inventory quantity from the plasma potion inventory table, and the target pet's attribute values ​​and status information from the pet attribute table and status table. These queries involve joins between multiple tables (using JOIN statements to connect queries based on relevant fields). For example, the plasma potion quantity is retrieved by joining the plasma potion inventory table with the player's account, and the pet's detailed information is retrieved by joining the pet attribute table and status table with the pet ID.

[0066] After executing a query in the MySQL database, the server returns the results. The server then performs data verification and logical checks to ensure the legality and feasibility of the player's actions. If the query results do not meet the usage conditions (such as insufficient magic stones or the pet not meeting the usage rules), the operation process is terminated and an error message is returned to the client; if the query results meet the conditions, the subsequent attribute conversion operations continue.

[0067] P42, Attribute Updates and Records (After Use) Once the pet's attributes are successfully converted, the server needs to promptly update the relevant records in the MySQL database. Besides using SQL update statements to update the attribute values ​​and star rating field in the pet attribute table, other related data tables may also need to be updated. For example, an SQL insert statement might be used to add a new growth record to the pet growth record table, recording the changes in growth points after the attribute conversion (for subsequent analysis of pet growth trends and player training strategies); an SQL insert statement might be used to record detailed usage of plasma potions in the player operation log table for data statistics and player behavior analysis.

[0068] To ensure data consistency and integrity, these update operations are typically performed within a single MySQL transaction. The server initiates the transaction (using the BEGIN statement), executes a series of update and insert operations, and if any error occurs during the operation (such as database connection interruption, data write failure, etc.), the server automatically rolls back the transaction (using the ROLLBACK statement), restoring the database state before the attribute conversion, and returns an error message to the client, indicating that the attribute conversion failed and suggesting that the player contact game support for assistance. If all operations complete successfully, the server commits the transaction (using the COMMIT statement), making the updated database state permanent.

[0069] P43, Big Data Analysis and Intelligent Recommendation (Background Task) The system is configured with scheduled tasks or triggered by specific events (such as after a player uses a plasma potion, or at regular intervals). This module uses SQL queries to collect server-wide pet attribute data (obtained from the pet attribute table), combat data (obtained from the combat log table), and player plasma potion usage records from the MySQL database for comprehensive analysis.

[0070] During the analysis, data mining algorithms (such as cluster analysis and association rule mining) may be used to discover relationships between pet attributes, the performance patterns of pets with different attributes in battle, and player behavior patterns when using plasma potions. For example, cluster analysis can be used to group pets with similar attributes and combat performance into different groups to identify the dominant attributes and training strategies in each group; association rule mining can be used to discover the correlation between certain pet attribute combinations and high win rates. These analytical operations may require the use of MySQL stored procedures or user-defined functions to implement complex computational logic, or the data may be exported to specialized data analysis tools (such as data analysis libraries in Python combined with MySQL connection libraries for processing).

[0071] Based on the analysis results, intelligent recommendations are generated for players, such as suitable equipment combinations for the player's current pet (matching equipment data in the database based on the pet's attributes and combat style, and retrieving suitable equipment from the equipment table), skill upgrade order (based on the impact of skills on pet attribute enhancement and combat effectiveness, combined with the skill table and pet skill upgrade rules), and subsequent training direction (such as whether to continue using plasma potions, which attribute enhancement path to choose, etc.). This recommendation information can be stored in a recommendation table in a MySQL database. When the player opens the corresponding interface (such as the pet training interface, equipment selection interface, etc.), the client uses SQL queries to retrieve the recommendation information from the recommendation table and display it to the player.

[0072] P5. System Security and Stability Assurance P51, Data Encryption and Transmission Security During data transmission between players and the server, encryption protocols (such as SSL / TLS) are used to encrypt the transmitted data, ensuring the security of sensitive data such as plasma potion purchase requests, usage requests, attribute data, and player account information during network transmission, and preventing data from being stolen or tampered with by hackers.

[0073] For player data (such as account passwords, pet attribute data, magic stone balance, etc.) stored in the MySQL database, a suitable encryption algorithm (such as AES encryption algorithm) is used for encrypted storage. When data is written to the database, plaintext data is encrypted before storage (using MySQL encryption functions or encryption processing at the application level before storage). When data is read, decryption is performed (using appropriate decryption functions or methods) to ensure that even if the data in the database is illegally accessed, the plaintext information cannot be directly obtained, thus protecting the privacy and security of player data. Simultaneously, strong password policies are set for database user accounts, and passwords are updated regularly. Database user permissions are restricted, granting only necessary operation permissions (such as query, insert, update permissions, etc., assigned according to different user roles) to prevent unauthorized operations by internal personnel.

[0074] P52, Exception Handling and System Fault Tolerance During program execution, various possible exceptions are captured and handled. When a MySQL database connection fails (such as connection timeout, database server crash, etc.), the program automatically attempts to reconnect to the database (using the automatic reconnection mechanism of the connection pool or writing custom reconnection logic), and loops through the attempts within a certain number of times (such as 3-5 times). If the connection still fails after multiple attempts, the program displays a user-friendly error message to the player (such as "Database connection failed, please try again later"), and simultaneously records a detailed error log (recorded to a local file or a dedicated log database table) to facilitate troubleshooting and repair by developers.

[0075] For other abnormal situations that may cause system failure, such as memory overflow and null pointer exceptions, the program also performs corresponding exception handling. When an exception occurs, the program tries to save the current system state as much as possible (e.g., record operation logs, back up important data to temporary files), and then takes appropriate measures to restore normal system operation (e.g., release memory resources, roll back unfinished transactions). At the same time, the program provides error information to the player, informing them that the system has encountered an anomaly, and offers possible solutions or suggestions (e.g., restart the game client, check network connectivity).

[0076] P53, Performance Optimization and Load Balancing To ensure system performance and stability under high concurrency, performance optimization techniques and load balancing strategies are employed. At the program code level, MySQL query statements are optimized (e.g., creating appropriate indexes, avoiding full table scans, and optimizing query conditions), and unnecessary computation and resource consumption is reduced (e.g., caching frequently used data, optimizing algorithm complexity), thereby improving system response speed and processing efficiency. For example, for frequently queried pet attribute data, caching mechanisms (such as Redis caching) can be used to cache the data, reducing the number of queries to the MySQL database.

[0077] Meanwhile, load balancing servers or technologies (such as Nginx, F5, etc.) are used to evenly distribute player requests across multiple game server instances, preventing performance degradation or crashes on a single server due to excessive load. The load balancing server dynamically allocates requests based on the server's current load status (such as CPU utilization, memory utilization, network bandwidth, etc.), ensuring that each server instance runs stably within a reasonable load range, thus providing players with a smooth gaming experience. Furthermore, performance optimization configurations for the MySQL database can be performed (such as adjusting MySQL parameter settings and optimizing storage engine selection) to improve the database's concurrency processing capabilities and data read / write speeds.

[0078] Please refer to Figure 2 Embodiment five of the present invention is as follows: A system 1 for adjusting the attributes of a virtual character 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 the various steps of a method for adjusting the attributes of a virtual character according to any one of the embodiments 1 to 4.

[0079] In summary, the present invention provides a method and system for adjusting the attributes of a virtual character. Responding to the use of game virtual items on a first virtual character, the system converts the attributes of the first virtual character into the first attribute corresponding to the game virtual item, and dynamically adjusts the attribute bonuses based on the character's attribute aptitude information. This allows for targeted attribute bonuses based on the first virtual character's own information, improving the flexibility and adaptability of attribute adjustment. The system calculates the trigger probability of attribute bonuses based on the character's attribute aptitude information and item attributes, increasing the game's randomness. By collecting and analyzing the character's combat data, combined with big data analysis, intelligent recommendations are provided to players. In this way, the time cost and resource consumption of attribute adjustment can be reduced, while improving the flexibility and targeting of attribute adjustment.

[0080] 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 adjusting the attributes of a virtual character, characterized in that, Including the following steps: In response to the operation of using game virtual items on the first virtual character, the character attributes of the first virtual character are converted into the first attribute corresponding to the game virtual item, and the first bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the first virtual character. Based on the attribute and qualification information of the first virtual character and the first attribute of the game virtual item, calculate the trigger probability of the second bonus of the first attribute, and adjust the attribute bonus of the first virtual character according to the trigger probability; Update the attribute and qualification information of the first virtual character based on the attribute adjustments of the first virtual character; The combat data of the first virtual character using the game's virtual props is collected. Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of virtual characters of the same type within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character.

2. The method for adjusting the attributes of a virtual character according to claim 1, characterized in that, In response to the use of virtual items by the first virtual character, the following also includes: In response to a touch command between the first virtual character and the game virtual item, a corresponding touch interaction effect is matched based on the type and appearance information of the first virtual character and the first attribute of the game virtual item.

3. The method for adjusting the attributes of a virtual character according to claim 1, characterized in that, Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of similar virtual characters within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character, including: Machine learning is used to train the attribute and qualification information of all first virtual characters within a preset range who use the game's virtual props before and after the attribute transformation, and the usage result of the game's virtual props is predicted based on the training results.

4. The method for adjusting the attributes of a virtual character according to claim 1, characterized in that, In response to the use of virtual items by the first virtual character, the following also includes: In response to the operation of using game virtual items on the second virtual character, the character attributes of the second virtual character are converted into the first attribute corresponding to the game virtual item, and the third bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the second virtual character, wherein the value of the third bonus is greater than the value of the first bonus; The operation interval of the game's virtual props is extended according to a preset ratio.

5. The method for adjusting the attributes of a virtual character according to claim 1, characterized in that, In response to the use of virtual game items on the first virtual character, the following steps are then taken: Store the character attributes and attribute qualification information of the first virtual character before conversion; Also includes: In response to the undo operation of using game virtual items on the first virtual character within a preset time range, the character attributes and attribute qualification information of the first virtual character are restored to the character attributes and attribute qualification information before the conversion.

6. A system for adjusting the attributes of a virtual character, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: In response to the operation of using game virtual items on the first virtual character, the character attributes of the first virtual character are converted into the first attribute corresponding to the game virtual item, and the first bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the first virtual character. Based on the attribute and qualification information of the first virtual character and the first attribute of the game virtual item, calculate the trigger probability of the second bonus of the first attribute, and adjust the attribute bonus of the first virtual character according to the trigger probability; Update the attribute and qualification information of the first virtual character based on the attribute adjustments of the first virtual character; The combat data of the first virtual character using the game's virtual props is collected. Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of virtual characters of the same type within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character.

7. The system for adjusting the attributes of a virtual character according to claim 6, characterized in that, In response to the use of virtual items by the first virtual character, the following also includes: In response to a touch command between the first virtual character and the game virtual item, a corresponding touch interaction effect is matched based on the type and appearance information of the first virtual character and the first attribute of the game virtual item.

8. A system for adjusting the attributes of a virtual character according to claim 6, characterized in that, Through big data analysis, the combat data of the first virtual character is analyzed with the combat data of similar virtual characters within a preset range. Based on the analysis results, relevant combat recommendation information is provided to the first virtual character, including: Machine learning is used to train the attribute and qualification information of all first virtual characters within a preset range who use the game's virtual props before and after the attribute transformation, and the usage result of the game's virtual props is predicted based on the training results.

9. A system for adjusting the attributes of a virtual character according to claim 6, characterized in that, In response to the use of virtual items by the first virtual character, the following also includes: In response to the operation of using game virtual items on the second virtual character, the character attributes of the second virtual character are converted into the first attribute corresponding to the game virtual item, and the third bonus of the first attribute is dynamically adjusted according to the attribute qualification information of the second virtual character, wherein the value of the third bonus is greater than the value of the first bonus; The operation interval of the game's virtual props is extended according to a preset ratio.

10. A system for adjusting the attributes of a virtual character according to claim 6, characterized in that, In response to the use of virtual game items on the first virtual character, the following steps are then taken: Store the character attributes and attribute qualification information of the first virtual character before conversion; Also includes: In response to the undo operation of using game virtual items on the first virtual character within a preset time range, the character attributes and attribute qualification information of the first virtual character are restored to the character attributes and attribute qualification information before the conversion.