A method and terminal for adjusting attributes of a game team member

CN122955217APending Publication Date: 2026-10-23FUJIAN TQ DIGITAL
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510506182.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-22
Publication Date
2026-10-23

AI Technical Summary

Technical Problem

[0003]本发明所要解决的技术问题是:提供一种游戏组队成员的属性调整方法及终端,能够解决现有游戏中因固定比例调整导致的策略单一性问题以及因固定条件触发而引发的功能局限性问题,实现游戏组队成员间战斗力灵活调整和高效利用

Benefits of technology

[0006]本发明的有益效果在于:本发明提供的一种游戏组队成员的属性调整方法及终端,通过响应于游戏组队操作,获取游戏组队操作中组队成员的基本信息和位置信息以判断游戏组队是否成功,提高游戏的互动性和流畅度;若组队成功,则根据组队成员的战斗力值确定增益受益对象,并计算增益受益对象和其余每一组队成员之间对应的战斗力值差值,根据每一战斗力值差值从战斗力分享规则表中匹配对应的分享比例,根据每一战斗力值差值及其对应的分享比例计算对应的增益值,累加每一增益值得到增益累加值,考虑组队成员之间的游戏战斗力差异,提高增益计算和战斗力分享的灵活性,保证游戏平衡性和公平性;根据所述增益累加值和所述增益受益对象的战斗力值进行增益上限检查,根据检查通过的增益累加值更新所述增益受益对象的战斗力值,避免增益值过高导致游戏失衡,确保游戏战斗力分享的稳定性和合理性。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122955217A_ABST
    Figure CN122955217A_ABST
Patent Text Reader

Abstract

The application discloses a kind of game team member attribute adjustment method and terminal, by responding to game team operation, the basic information and position information of team member in game team operation are acquired, whether game team is successfully judged according to basic information and position information;If game team is successful, gain benefit object is determined according to the combat power value of team member, and the corresponding combat power value difference between gain benefit object and every team member is calculated, and the corresponding sharing proportion is matched from combat power sharing rule table according to every combat power value difference;According to the corresponding gain value of every combat power value difference and its corresponding sharing proportion, the gain accumulated value is obtained by accumulating every gain value, gain upper limit check is carried out according to gain accumulated value and the combat power value of gain benefit object, and the combat power value of gain benefit object is updated according to gain accumulated value that passes the check, can improve the flexibility of combat power sharing, realize the efficient use of combat power between team members.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of game design technology, and in particular to a method and terminal for adjusting the attributes of game team members. Background Technology

[0002] In role-playing games (RPGs), a player character's combat ability is one of the core indicators for measuring their progress and competitive advantage. In recent years, to enhance social interaction and team collaboration, some games have introduced combat power sharing features based on clan systems, allowing clan members to share combat power buffs under certain conditions. However, existing technologies have significant limitations in their function triggering mechanisms and buff calculation logic. Specifically, existing technologies suffer from the following defects: 1. Fixed conditions trigger: Combat power can only be shared among clan members in specific dungeons or during specific time periods. Players cannot obtain the help of combat power sharing at any time in regular game scenarios, which reduces the practicality and frequency of use of the function. 2. Fixed-proportion gain calculation: The actual differences in combat power among family members are not fully considered. That is, the diversity of combat power gaps between different players is ignored. There is a huge power gap between high-combat-power and low-combat-power players, which cannot be balanced by a reasonable gain mechanism. Low-combat-power players cannot get enough improvement, and the assistance effect of high-combat-power players is not fully utilized. This greatly weakens the positive impact of this function on game fairness and player experience, and is not conducive to promoting deep cooperation among family members. Summary of the Invention

[0003] The technical problem to be solved by the present invention is to provide a method and terminal for adjusting the attributes of game team members, which can solve the problem of strategy monotony caused by fixed ratio adjustment and functional limitation caused by fixed conditions in existing games, and realize flexible adjustment and efficient utilization of combat power among game team members.

[0004] 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 game team members, including the following steps: S1. In response to the game team-up operation, obtain the basic information and location information of the team members in the game team-up operation, and determine whether the game team-up is successful based on the basic information and the location information. S2. If the game team is successfully formed, the beneficiary of the buff is determined according to the combat power value of the team members, and the difference in combat power value between the beneficiary and each other team member is calculated. The corresponding sharing ratio is matched from the combat power sharing rule table according to each difference in combat power value. S3. Calculate the corresponding gain value based on the difference in each combat power value and its corresponding sharing ratio, accumulate each gain value to obtain the gain accumulation value, perform a gain upper limit check based on the gain accumulation value and the combat power value of the gain beneficiary, and update the combat power value of the gain beneficiary based on the gain accumulation value that passes the check.

[0005] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A terminal for adjusting the attributes of game team members 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 various steps of the aforementioned method for adjusting the attributes of game team members.

[0006] The beneficial effects of this invention are as follows: This invention provides a method and terminal for adjusting the attributes of game team members. By responding to game team-up operations, it obtains the basic information and location information of team members during the team-up operation to determine whether the team-up is successful, thus improving the interactivity and smoothness of the game. If the team-up is successful, it determines the beneficiary of the buff based on the combat power value of the team members, calculates the difference in combat power value between the beneficiary and each other team member, matches the corresponding sharing ratio from the combat power sharing rule table based on each combat power value difference, calculates the corresponding buff value based on each combat power value difference and its corresponding sharing ratio, and accumulates each buff value to obtain a cumulative buff value. This takes into account the differences in game combat power among team members, improving the flexibility of buff calculation and combat power sharing, and ensuring game balance and fairness. It also performs a buff upper limit check based on the cumulative buff value and the combat power value of the beneficiary, and updates the combat power value of the beneficiary based on the buff cumulative value that passes the check, avoiding excessively high buff values ​​that could lead to game imbalance and ensuring the stability and rationality of game combat power sharing. Attached Figure Description

[0007] Figure 1 A flowchart illustrating a method for adjusting the attributes of game team members according to an embodiment of the present invention; Figure 2 This is a schematic diagram of a terminal for adjusting the attributes of game team members according to an embodiment of the present invention; Label Explanation: 1. A terminal for adjusting the attributes of game team members; 2. Memory; 3. Processor. Detailed Implementation

[0008] 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.

[0009] Please refer to Figure 1This invention provides a method for adjusting the attributes of game team members, including the following steps: S1. In response to the game team-up operation, obtain the basic information and location information of the team members in the game team-up operation, and determine whether the game team-up is successful based on the basic information and the location information. S2. If the game team is successfully formed, the beneficiary of the buff is determined according to the combat power value of the team members, and the difference in combat power value between the beneficiary and each other team member is calculated. The corresponding sharing ratio is matched from the combat power sharing rule table according to each difference in combat power value. S3. Calculate the corresponding gain value based on the difference in each combat power value and its corresponding sharing ratio, accumulate each gain value to obtain the gain accumulation value, perform a gain upper limit check based on the gain accumulation value and the combat power value of the gain beneficiary, and update the combat power value of the gain beneficiary based on the gain accumulation value that passes the check.

[0010] As can be seen from the above description, the beneficial effects of the present invention are as follows: By responding to the game team-up operation, the basic information and location information of the team members in the game team-up operation are obtained to determine whether the game team-up is successful, thereby improving the interactivity and smoothness of the game; if the team-up is successful, the beneficiary of the buff is determined according to the combat power value of the team members, and the difference in combat power value between the beneficiary of the buff and each other team member is calculated. The corresponding sharing ratio is matched from the combat power sharing rule table according to each combat power value difference. The corresponding buff value is calculated according to each combat power value difference and its corresponding sharing ratio. Each buff value is accumulated to obtain the buff accumulation value. Taking into account the differences in game combat power among team members, the flexibility of buff calculation and combat power sharing is improved, ensuring game balance and fairness; the buff upper limit is checked according to the buff accumulation value and the combat power value of the beneficiary of the buff. The combat power value of the beneficiary of the buff is updated according to the buff accumulation value that passes the check, avoiding the game imbalance caused by excessively high buff values, and ensuring the stability and rationality of game combat power sharing.

[0011] Furthermore, prior to step S1, the following is included: A game database is established, and the combat power configuration information in the configuration file is read and loaded into memory. The game database includes a member information table, a clan information table, and a combat power sharing rule table.

[0012] As described above, by establishing a game database, a large amount of game data can be effectively managed and accessed, ensuring the persistence and consistency of the data. Furthermore, by reading configuration files, different configurations can be dynamically loaded as needed to adapt to different game scenarios or player requirements.

[0013] Furthermore, step S1 includes: Obtain the corresponding basic information from the member information table of each team member, and determine whether each team member belongs to the same family based on the family number in the basic information. If each team member belongs to the same family, the location information of each team member is obtained through the game map module, and the distance between each team member is calculated. When the distance is less than a preset screen range threshold, it is determined that each team member is within the same screen, and the game team formation is successful.

[0014] As described above, the system determines whether team members are from the same family by using their member information, filters team members, avoids unnecessary calculations and judgments, and improves system efficiency. It also automatically determines whether team members are on the same screen by using their location information and completes the team formation, reducing the complexity of team formation and making the team formation process smoother and more convenient.

[0015] Furthermore, the beneficiaries of the buff are determined based on the combat power values ​​of the team members, including: Read and sort the combat power value of each team member from the member information table, determine the team member with the lowest combat power value based on the sorting result, and make the team member with the lowest combat power value the beneficiary of the buff.

[0016] As described above, by reading and sorting the combat power values ​​of team members, the member with the lowest combat power value is set as the beneficiary of the buff, ensuring the fairness and rationality of the selection of beneficiary, balancing the overall strength of the team, and improving the game's playability and lasting appeal.

[0017] Furthermore, the combat power sharing rule table sets corresponding combat power sharing rule parameters for different game scene types. The combat power sharing rule parameters include the correspondence between combat power difference and sharing ratio and the upper limit ratio of gain. The step of matching the corresponding sharing ratio from the combat power sharing rule table based on each combat power value difference includes: Obtain the current game scene type, and load the corresponding combat power sharing rule parameters from the combat power sharing rule table according to the game scene type; Based on the range of differences to which each combat power value difference belongs, the loaded combat power sharing rule parameters are matched to determine the sharing ratio corresponding to each combat power value difference.

[0018] As described above, by introducing a combat power sharing rule table, refined management of combat power sharing in different game scenarios is achieved. The correspondence between combat power difference and sharing ratio, as well as the upper limit ratio of the gain, are obtained. The sharing ratio is determined by matching the difference range, which precisely controls the granularity of combat power sharing. This makes the sharing ratio more in line with the needs of game design and allows for more flexible adjustment of the combat power balance between players, thereby enhancing the game's playability and fairness.

[0019] Furthermore, a gain cap check is performed based on the accumulated gain value and the combat power value of the beneficiary of the gain, and the combat power value of the beneficiary of the gain is updated based on the accumulated gain value that passes the check, including: The upper limit of the gain is calculated based on the upper limit of the gain and the combat power value of the beneficiary of the gain. The accumulated gain value is added to the combat power value of the beneficiary of the gain to obtain the first combat power value. If the first combat power value is less than the upper limit of the gain, then the combat power value of the beneficiary of the gain is updated to the first combat power value; otherwise, the combat power value of the beneficiary of the gain is updated to the upper limit of the gain.

[0020] As described above, by setting a checkpoint for the upper limit of the gain, the combat power of the beneficiary can be effectively prevented from expanding indefinitely, maintaining the balance in the game or application, precisely controlling the increase in combat power, and avoiding a decline in the game or application experience due to an abnormal increase in combat power.

[0021] Furthermore, the process of performing a gain cap check based on the accumulated gain value and the combat power value of the beneficiary of the gain, and updating the combat power value of the beneficiary of the gain based on the accumulated gain value that passes the check, also includes: Record the information on the buffs received by the beneficiaries in each game team-up, and store the information on the buffs in the statistics record table; According to the preset time or preset game session, the statistical record table is used to analyze the degree of dependence of the beneficiary of the buff on the sharing of combat power. If the degree of dependence exceeds the preset dependence threshold, the upper limit ratio of the beneficiary of the buff is reduced; otherwise, the upper limit ratio of the beneficiary of the buff is increased.

[0022] As described above, recording and storing the buff information of beneficiaries in game teams provides data support for subsequent analysis. This helps game developers or administrators understand the actual effect of the buff mechanism and the degree of player dependence on buffs. Based on the degree of dependence of beneficiaries on combat power sharing, the upper limit of their buffs can be dynamically adjusted. This can both incentivize players to make reasonable use of buffs to improve combat power and prevent excessive reliance on buffs from leading to a decline in the game experience, further promoting game balance and optimizing player experience.

[0023] Furthermore, step S3 also includes: The combat power value of the benefited object is visualized using a graphical interface library.

[0024] As described above, using a graphical user interface library for visualization can intuitively present the combat power value of the beneficiary, allowing users to more clearly understand the distribution of combat power. This helps improve users' ability to understand and analyze data, thereby enabling them to make more accurate decisions.

[0025] Furthermore, after step S3, the method further includes: An exception handling mechanism is used to capture exceptions that occur during the sharing of game combat power, and appropriate error handling is performed according to the exception situation.

[0026] As described above, the exception handling mechanism effectively improves the stability and reliability of the game's combat power sharing process. If any abnormal situation occurs during the sharing process, such as network failure or data error, the system can capture these abnormalities in real time and handle them accordingly according to the preset error handling strategy to prevent the program from crashing due to abnormalities.

[0027] Please refer to Figure 2 Another embodiment of the present invention provides a terminal for adjusting the attributes of game team members, 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 game team members.

[0028] The method and terminal for adjusting the attributes of game team members described above are applicable to game design scenarios. They can solve the problems of strategy monotony caused by fixed ratio adjustments and functional limitations caused by fixed trigger conditions in existing games, enabling flexible adjustment and efficient utilization of combat power among game team members. The following is a detailed description of the implementation method: Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for adjusting the attributes of game team members, including the following steps: S0. Establish a game database and read the combat power configuration information from the configuration file, and load the combat power configuration information into memory. The game database includes a member information table, a family information table, and a combat power sharing rule table.

[0029] In this embodiment, multiple database tables are created to store game-related data. The member information table records basic player information, including character ID, current combat power, and clan ID. The clan information table stores basic clan information, including clan ID and a list of clan members. The combat power sharing rule table sets corresponding combat power sharing rule parameters for different game scenario types. These parameters include the correspondence between combat power differences and sharing ratios, as well as the upper limit of bonuses. When the game program starts, the initial configuration of the combat power sharing function is read from the configuration file, such as the basic settings for the sharing ratio and the default values ​​for the upper limit of bonuses, and this configuration information is loaded into memory for easy access later.

[0030] Furthermore, in this embodiment, the program development process employs a cross-platform framework and technology to ensure that the program can run normally on different game platforms (such as PC, mobile devices, and consoles). The interface layout and operation logic are optimized for the characteristics of different platforms; for example, touch operation is used on mobile devices, and mouse and keyboard operation is used on PCs.

[0031] S1. In response to the game team-up operation, obtain the basic information and location information of the team members in the game team-up operation, and determine whether the game team-up is successful based on the basic information and the location information, specifically including S1.1-S1.2. S1.1 Obtain the corresponding basic information from the member information table of each team member, and determine whether each team member belongs to the same family based on the family number in the basic information.

[0032] In this embodiment, the system determines whether team members are from the same family by using their member information, and then filters the team members to avoid unnecessary calculations and judgments, thereby improving system efficiency.

[0033] S1.2 If each team member belongs to the same family, the location information of each team member is obtained through the game map module, the distance between each team member is calculated, and when the distance is less than a preset screen range threshold, it is determined that each team member is in the same screen, and the game team formation is successful.

[0034] In this embodiment, the location information is used to automatically determine whether the team members are on the same screen and complete the team formation, reducing the complexity of team formation and making the team formation process smoother and more convenient.

[0035] S2. If the game team is successfully formed, the beneficiary of the buff is determined based on the combat power value of the team members, and the difference in combat power value between the beneficiary and each other team member is calculated. The corresponding sharing ratio is matched from the combat power sharing rule table based on each difference in combat power value, specifically including S2.1-S2.2.

[0036] S2.1 Determine the beneficiaries of the buff based on the combat power values ​​of the team members, including: Read and sort the combat power value of each team member from the member information table, determine the team member with the lowest combat power value based on the sorting result, and make the team member with the lowest combat power value the beneficiary of the buff.

[0037] In this embodiment, by reading and sorting the combat power values ​​of team members, the member with the lowest combat power value is set as the beneficiary of the buff, ensuring the fairness and rationality of the selection of beneficiary, balancing the overall strength of the team, and improving the playability and lasting appeal of the game.

[0038] S2.2. Match the corresponding sharing ratio from the combat power sharing rule table based on the difference in each combat power value, including: Obtain the current game scene type, and load the corresponding combat power sharing rule parameters from the combat power sharing rule table according to the game scene type; Based on the range of differences to which each combat power value difference belongs, the loaded combat power sharing rule parameters are matched to determine the sharing ratio corresponding to each combat power value difference.

[0039] In this embodiment, the combat power sharing rule table sets corresponding combat power sharing rule parameters for different game scenario types (such as PVP battles, PVE dungeons, and wilderness exploration). The corresponding rule configuration is loaded from the database according to the scenario type, ensuring that the combat power sharing function performs optimally in various scenarios. The sharing ratio is determined by a difference range matching method, precisely controlling the granularity of combat power sharing. This makes the sharing ratio more in line with the needs of game design, allowing for more flexible adjustment of the combat power balance between players, thereby enhancing the game's playability and fairness.

[0040] S3. Calculate the corresponding gain value based on the difference in each combat power value and its corresponding sharing ratio, accumulate each gain value to obtain the gain accumulation value, perform a gain upper limit check based on the gain accumulation value and the combat power value of the gain beneficiary, and update the combat power value of the gain beneficiary based on the gain accumulation value that passes the check, specifically including S3.1-S3.3.

[0041] In this embodiment, for the beneficiary of the buff, the program extracts the combat power data of the member information table, and simultaneously extracts the combat power data of the members who teamed up with the beneficiary. It uses subtraction to calculate the combat power difference between the beneficiary player and each high-combat-power player, and stores these differences in a temporary data structure, such as a list or dictionary, for later processing. Based on the calculated combat power difference, the program queries the corresponding sharing ratio from the combat power sharing rule table, using conditional statements to match the appropriate ratio based on different ranges of the difference. The program multiplies the combat power difference between each high-combat-power member and the beneficiary by the corresponding sharing ratio to obtain the buff value provided by each high-combat-power member to the beneficiary. These buff values ​​are then summed to obtain the final combat power buff value for the beneficiary.

[0042] S3.1 Calculate the upper limit of the gain based on the upper limit of the gain and the combat power value of the beneficiary of the gain, and add the accumulated gain value to the combat power value of the beneficiary of the gain to obtain the first combat power value; If the first combat power value is less than the upper limit of the gain, then the combat power value of the beneficiary of the gain is updated to the first combat power value; otherwise, the combat power value of the beneficiary of the gain is updated to the upper limit of the gain.

[0043] In this embodiment, a gain limit check is performed to check whether the calculated gain value will cause the total combat power of the beneficiary to exceed the set gain limit value (such as 150% of the original combat power). If it exceeds the limit, the combat power value of the beneficiary is adjusted to the gain limit value. This can effectively prevent the combat power value of the beneficiary from expanding indefinitely, maintain the balance in the game or application, accurately control the increase of combat power value, and avoid the decline in game or application experience caused by abnormal increase in combat power value.

[0044] Furthermore, in this embodiment, the beneficiary of the buff does not change immediately. Instead, the system periodically (e.g., at regular intervals, or at key battle nodes, such as when a BOSS appears or when the area changes) checks the player's combat power and location. If a player with high combat power experiences a significant drop in combat power due to special skills or items, falling below the combat power of the current beneficiary, and there are other low-combat-power players in the team who meet the buff conditions (family members teaming up and on the same screen, with a member in the team having higher combat power), the system will re-evaluate and determine a new beneficiary. This allows the combat power sharing function to better adapt to dynamic changes in battle, ensuring the maximum utilization of the team's overall combat power.

[0045] S3.2 Record the information on the buffs received by the beneficiaries in each game team-up, and store the information on the buffs in the statistics record table; According to the preset time or preset game session, the statistical record table is used to analyze the degree of dependence of the beneficiary of the buff on the sharing of combat power. If the degree of dependence exceeds the preset dependence threshold, the upper limit ratio of the beneficiary of the buff is reduced; otherwise, the upper limit ratio of the beneficiary of the buff is increased.

[0046] In this embodiment, after each battle, the program records the buffs gained by the beneficiary through combat power sharing, including the buff value and battle result (victory or defeat), and stores this data in a statistical record table in the database. Periodically (e.g., daily or weekly) or after a certain number of battles, the program uses an algorithm to analyze the beneficiary's dependence on combat power sharing based on the data in the statistical records. If it finds that the beneficiary is overly dependent on sharing, it appropriately lowers the buff cap in subsequent battles by modifying the parameters in the combat power sharing rule table; if the beneficiary's team is consistently at a disadvantage, it raises the buff cap, dynamically adjusting the buff cap ratio. This incentivizes players to rationally utilize buffs to improve combat power while preventing over-reliance on buffs from degrading the game experience, further promoting game balance and optimizing player experience.

[0047] In this embodiment, the degree to which the beneficiary of the gain depends on the sharing of combat power is mainly based on the following indicators: 1. Number of times a player receives a buff through combat power sharing: This counts the number of times a player receives a buff within a certain period (e.g., daily, weekly). If a player frequently receives buffs, it indicates that they may rely more on combat power sharing to improve their strength in the game. For example, if a player participates in 10 battles in a week and receives combat power sharing buffs in 8 of them, they are more likely to rely on sharing compared to other players.

[0048] 2. Proportion of Buffs in Total Combat Power: This calculates the percentage of buffs a player receives through combat power sharing in their total combat power (base combat power + clan bonuses) during each battle. A higher percentage indicates that the player's base combat power is relatively weak, or that they are overly reliant on shared buffs in battle. For example, if player A has a total combat power of 100 in a battle, and receives 60 buffs through sharing, this represents a 60% buff percentage, showing that player A is highly dependent on combat power sharing.

[0049] 3. Correlation between Battle Victory and Sharing: Analyze the relationship between a player's wins and losses in battle and the sharing of combat power. If a player repeatedly wins by relying on combat power sharing, but then frequently loses once the sharing buff is removed, it indicates a strong dependence on combat power sharing. For example, if player B's win rate is 80% when combat power sharing is available, but drops sharply to 20% when sharing is not available, it can be determined that player B has a high degree of dependence on combat power sharing.

[0050] To analyze players' reliance on shared combat power using algorithms, a weighted comprehensive evaluation algorithm can be employed, specifically: 1. Indicator Weighting: Weights are assigned to the above indicators based on their importance in determining the degree of dependence. For example, the weight for the number of times a player benefits from a buff is set to 0.4, the weight for the percentage of buffs in total combat power is set to 0.4, and the weight for the correlation between combat wins / losses and sharing is set to 0.2. This weighting allocation considers that the number of times a player benefits from a buff and the percentage of buffs directly reflect the degree to which a player acquires and relies on sharing, while the correlation between combat wins / losses and sharing indirectly helps determine the degree of dependence.

[0051] 2. Data standardization processing: Standardize the collected indicator data to unify data of different magnitudes to the same scale for easy comprehensive calculation. For example, map data such as the number of times the gain is benefited and the proportion of the gain to the total combat power to the range of 0-1.

[0052] 3. Dependency Score Calculation: The player's dependency score is calculated by weighted summation. The calculation formula is: Dependency Score = Number of times the buff is received × 0.4 + Proportion of buff to total combat power × 0.4 + Correlation between combat wins / losses and sharing score × 0.2. If the score exceeds the set threshold (e.g., 0.6), the player is judged to be overly dependent on combat power sharing.

[0053] By assessing and analyzing the degree of dependence on combat power sharing, the game ensures fairness, dynamically adjusts the upper limit of buffs based on the degree of player dependence, promotes player growth, motivates players to improve their own strength, avoids past dependence on others, and enriches the game experience.

[0054] S3.3 Use a graphical interface library to visualize the combat power value of the object that benefits from the gain.

[0055] In this embodiment, the game interface module obtains the new combat power data of the beneficiary from the member information table and renders it in the format of "basic combat power + family bonus". A graphical interface library can be used to visualize the data, ensuring that players can clearly see the changes in combat power.

[0056] S4. Use the exception handling mechanism to capture exceptions that occur during the sharing of game combat power, and perform corresponding error handling according to the exception situation.

[0057] In this embodiment, an exception handling mechanism is used at various critical stages of the program to capture potential exceptions, such as database query failures and network connection problems. When an exception is captured, the program performs corresponding error handling, such as retrying the operation and prompting the user, to prevent the program from crashing due to the exception. In addition, during program execution, a logging tool is used to record key operations and exception information, such as team formation events, combat power calculation results, and the time and type of exceptions, which helps developers troubleshoot problems and optimize the system.

[0058] Please refer to Figure 2 The second embodiment of the present invention is: a terminal 1 for adjusting the attributes of game team members, including 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 the method for adjusting the attributes of game team members in the first embodiment.

[0059] In summary, the present invention provides a method and terminal for adjusting the attributes of game team members. By responding to game team-up operations, it acquires the basic and location information of team members to determine whether the team-up is successful, reducing the complexity of team-up and making the process smoother and more convenient. If the team-up is successful, it acquires and sorts the combat power value of each team member, identifying the member with the lowest combat power value as the beneficiary of the buff, ensuring the fairness and rationality of the selection. It then calculates the difference in combat power value between the beneficiary and each of the other team members, and adjusts the attributes based on this difference. The power-sharing rules table matches the corresponding sharing ratio, making the sharing ratio more in line with the needs of game design and allowing for more flexible adjustment of the balance of combat power between players, thereby enhancing the game's playability and fairness. A corresponding gain value is calculated based on the difference in each combat power value and its corresponding sharing ratio. Each gain value is accumulated to obtain a cumulative gain value. A gain cap check is performed based on the cumulative gain value and the combat power value of the beneficiary. The combat power value of the beneficiary is updated based on the cumulative gain value that passes the check, effectively preventing the infinite expansion of the beneficiary's combat power value and ensuring the stability and rationality of combat power sharing in the game.

[0060] Therefore, the embodiments of the present invention have the following technical effects: 1. Precise Trigger Mechanism: Only when family members are in a team and on the same screen, and there are members with inconsistent combat power in the team, the member with the lowest combat power value will be identified as the beneficiary of the buff. This precisely targets the range of players who will benefit from the buff, simulating close-range mutual assistance in real-world teamwork, increasing the game's realism and immersion. At the same time, the restriction of being on the same screen effectively prevents players from exploiting game loopholes to obtain unreasonable combat power buffs when they are far away and have no actual cooperation, ensuring the fairness of the game.

[0061] 2. Dynamic Calculation System: The system monitors in real time, automatically acquires and calculates the difference in combat power between each member, ensuring that combat power sharing is always based on the latest player strength comparison, making combat power gains more aligned with actual combat needs. The sharing ratio is dynamically adjusted according to the size of the combat power difference; the larger the difference, the higher the sharing ratio. For example, the ratio is 10% when the difference is above 10, and 20% when it is above 20. Furthermore, the sharing ratio can be flexibly configured according to the game scenario type, enabling refined management of combat power sharing under different game scenarios, and more flexibly adjusting the combat power balance between players, thereby enhancing the game's playability and fairness.

[0062] 3. Visual and transparent display: By clearly displaying the total combat power of low-combat-power members as "basic combat power + family bonus" on the game interface, the results of combat power sharing are presented intuitively, which helps players understand the composition of their combat power and adjust their strategies in a timely manner according to the actual combat situation.

[0063] 4. Balancing Mechanism: A buff cap check is set to prevent the combat power of buff beneficiaries from expanding indefinitely, thus maintaining game balance. The buff cap ratio is dynamically adjusted based on the degree to which buff beneficiaries rely on sharing combat power. This incentivizes players to use buffs to increase their combat power rationally while preventing excessive reliance on buffs from degrading the game experience, further promoting game balance and optimizing player experience.

[0064] 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 game team members, characterized in that, Including the following steps: S1. In response to the game team-up operation, obtain the basic information and location information of the team members in the game team-up operation, and determine whether the game team-up is successful based on the basic information and the location information. S2. If the game team is successfully formed, the beneficiary of the buff is determined according to the combat power value of the team members, and the difference in combat power value between the beneficiary and each other team member is calculated. The corresponding sharing ratio is matched from the combat power sharing rule table according to each difference in combat power value. S3. Calculate the corresponding gain value based on the difference in each combat power value and its corresponding sharing ratio, accumulate each gain value to obtain the gain accumulation value, perform a gain upper limit check based on the gain accumulation value and the combat power value of the gain beneficiary, and update the combat power value of the gain beneficiary based on the gain accumulation value that passes the check.

2. The method for adjusting the attributes of game team members according to claim 1, characterized in that, Before step S1, the following is included: A game database is established, and the combat power configuration information in the configuration file is read and loaded into memory. The game database includes a member information table, a clan information table, and a combat power sharing rule table.

3. The method for adjusting the attributes of game team members according to claim 2, characterized in that, Step S1 includes: Obtain the corresponding basic information from the member information table of each team member, and determine whether each team member belongs to the same family based on the family number in the basic information; If each team member belongs to the same family, the location information of each team member is obtained through the game map module, and the distance between each team member is calculated. When the distance is less than a preset screen range threshold, it is determined that each team member is within the same screen, and the game team formation is successful.

4. The method for adjusting the attributes of game team members according to claim 2, characterized in that, The beneficiaries of the buffs are determined based on the combat power values ​​of the team members, including: Read and sort the combat power value of each team member from the member information table, determine the team member with the lowest combat power value based on the sorting result, and make the team member with the lowest combat power value the beneficiary of the buff.

5. The method for adjusting the attributes of game team members according to claim 2, characterized in that, The combat power sharing rule table sets corresponding combat power sharing rule parameters for different game scene types. The combat power sharing rule parameters include the correspondence between combat power difference and sharing ratio and the upper limit ratio of gain. The step of matching the corresponding sharing ratio from the combat power sharing rule table based on each combat power value difference includes: Obtain the current game scene type, and load the corresponding combat power sharing rule parameters from the combat power sharing rule table according to the game scene type; Based on the range of differences to which each combat power value difference belongs, the loaded combat power sharing rule parameters are matched to determine the sharing ratio corresponding to each combat power value difference.

6. The method for adjusting the attributes of game team members according to claim 5, characterized in that, A gain cap check is performed based on the accumulated gain value and the combat power value of the beneficiary of the gain. The combat power value of the beneficiary of the gain is then updated based on the accumulated gain value that passes the check, including: The upper limit of the gain is calculated based on the upper limit of the gain and the combat power value of the beneficiary of the gain. The accumulated gain value is added to the combat power value of the beneficiary of the gain to obtain the first combat power value. If the first combat power value is less than the upper limit of the gain, then the combat power value of the beneficiary of the gain is updated to the first combat power value; otherwise, the combat power value of the beneficiary of the gain is updated to the upper limit of the gain.

7. The method for adjusting the attributes of game team members according to claim 6, characterized in that, The process includes checking the upper limit of the gain based on the accumulated gain value and the combat power value of the beneficiary, updating the combat power value of the beneficiary based on the accumulated gain value that passes the check, and further comprising: Record the information on the buffs received by the beneficiaries in each game team-up, and store the information on the buffs in the statistics record table; According to the preset time or preset game session, the statistical record table is used to analyze the degree of dependence of the beneficiary of the buff on the sharing of combat power. If the degree of dependence exceeds the preset dependence threshold, the upper limit ratio of the beneficiary of the buff is reduced; otherwise, the upper limit ratio of the beneficiary of the buff is increased.

8. The method for adjusting the attributes of game team members according to claim 1, characterized in that, Step S3 further includes: The combat power value of the benefited object is visualized using a graphical interface library.

9. The method for adjusting the attributes of game team members according to claim 1, characterized in that, After step S3, the method further includes: An exception handling mechanism is used to capture exceptions that occur during the sharing of game combat power, and appropriate error handling is performed according to the exception situation.

10. A terminal for adjusting the attributes of game team members, 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 implements each step of the method for adjusting the attributes of game team members as described in any one of claims 1 to 9.