A game attribute promotion method and a terminal
Patent Information
- Application Number
- CN202510564639.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-30
- Publication Date
- 2026-10-30
AI Technical Summary
[0005]本发明所要解决的技术问题是:提供一种游戏属性的提升方法及终端,解决玩家角色的属性提升模式单一且固定的问题
[0008]本发明的有益效果在于:提供一种游戏属性的提升方法及终端,通过基于虚拟角色行为数据动态解锁与其风格匹配的额外属性栏目,从而实现属性系统的主动适配,避免传统游戏系统中属性面板固定、成长路径僵化的问题。通过行为驱动属性栏目解锁,系统可依据玩家的游戏风格调整成长内容,并触发与其数量匹配的提升策略,实现属性的阶梯式强化;此类机制显著增强角色构建的个性化与成长路径的可控性,提升了游戏的沉浸感与策略深度。
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Figure CN122998732A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of video games, and in particular to a method and terminal for enhancing game attributes. Background Technology
[0002] In existing online games or role-playing games, character attribute growth typically employs preset templates or fixed numerical accumulation mechanisms. Players improve their character's various attributes, such as attack power, defense, and health, by leveling up, completing quests, or using specific items during gameplay. While this type of improvement mechanism is relatively simple to implement and easy to control and understand, it also has many limitations.
[0003] On the one hand, traditional attribute growth paths are usually linear or single-branch designs, with the system providing a fixed attribute panel. All players can only allocate and enhance attributes under a uniform growth template. This approach lacks personalization and cannot differentiate growth based on different players' operating styles or combat habits, leading to homogenized character development, insufficient strategic depth, and a poor player experience.
[0004] On the other hand, in most current games, attribute enhancement strategies often rely on equipment, skill trees, or passive bonuses, preventing players from actively adjusting their character's attribute structure to adapt to the ever-changing combat environment. Furthermore, the system rarely dynamically adjusts growth dimensions based on player behavior data and lacks the ability to identify and match player behavioral tendencies. This static growth mechanism makes attribute construction inflexible and fails to meet the growing demand for personalized and intelligent experiences in the current gaming market. Summary of the Invention
[0005] The technical problem to be solved by the present invention is to provide a method and terminal for improving game attributes, thereby solving the problem that the attribute improvement mode of player characters is singular and fixed.
[0006] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for improving game attributes, including the following steps: In response to the behavior data of the virtual character, unlock additional attribute fields that match the virtual character; In response to the unlocking of the first number of additional attribute slots, a first strategy is triggered; the first strategy, based on the unlocked first number of additional attribute slots, triggers a chain of attribute enhancement effects. Generate a behavior profile based on the behavior data, and select and execute an attribute improvement scheme that matches the behavior profile in the first strategy.
[0007] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A terminal for enhancing game attributes includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps: In response to the behavior data of the virtual character, unlock additional attribute fields that match the virtual character; In response to the unlocking of the first number of additional attribute slots, a first strategy is triggered; the first strategy, based on the unlocked first number of additional attribute slots, triggers a chain of attribute enhancement effects. Generate a behavior profile based on the behavior data, and select and execute an attribute improvement scheme that matches the behavior profile in the first strategy.
[0008] The beneficial effects of this invention are as follows: It provides a method and terminal for enhancing game attributes. By dynamically unlocking additional attribute sections that match the player's style based on virtual character behavior data, the attribute system can be actively adapted, avoiding the problems of fixed attribute panels and rigid growth paths in traditional game systems. Through behavior-driven attribute section unlocking, the system can adjust growth content according to the player's game style and trigger enhancement strategies that match the number of attributes, achieving a tiered strengthening of attributes. This mechanism significantly enhances the personalization of character building and the controllability of the growth path, improving the game's immersion and strategic depth. Attached Figure Description
[0009] Figure 1 This is a flowchart of a method for improving game attributes in an embodiment of the present invention; Figure 2 This is a schematic diagram of a game attribute enhancement terminal according to an embodiment of the present invention; Label Explanation: 1. A terminal for enhancing game attributes; 2. Memory; 3. Processor. Detailed Implementation
[0010] 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.
[0011] Please refer to Figure 1 A method for improving game attributes, including the following steps: In response to the behavior data of the virtual character, unlock additional attribute fields that match the virtual character; In response to the unlocking of the first number of additional attribute slots, a first strategy is triggered; the first strategy, based on the unlocked first number of additional attribute slots, triggers a chain of attribute enhancement effects. Generate a behavior profile based on the behavior data, and select and execute an attribute improvement scheme that matches the behavior profile in the first strategy.
[0012] As described above, the beneficial effects of this invention are as follows: by dynamically unlocking additional attribute sections that match the style of a virtual character based on their behavioral data, the attribute system can be actively adapted, avoiding the problems of fixed attribute panels and rigid growth paths in traditional game systems. Through behavior-driven attribute section unlocking, the system can adjust growth content according to the player's gaming style. For example, if a player frequently uses high-speed attacks and frequent movement in combat, the system can unlock sections such as "critical hit frequency," "attack speed," and "evasion rate," instead of providing fixed redundant attributes like health and defense. This structure allows the system to evolve differentiated attribute combinations based on player behavior. In one embodiment, if player A's character exhibits a tendency towards high-frequency evasion and burst attacks in 50 PVP battles, the system unlocks the "agility boost" and "critical hit multiplier" sections based on behavioral data and triggers an enhancement strategy matching the number of characters, achieving a tiered strengthening of attributes. This mechanism significantly enhances the personalization of character construction and the controllability of the growth path, improving the game's immersion and strategic depth.
[0013] For example, in a specific application scenario based on gem slot unlocking and resonance combination triggering, the virtual character's behavioral data includes multiple dimensions such as skill release frequency, number of hits, critical hit rate, and attack range in dungeons. The server monitors and collects this data in real time through a behavior detection module, and after the player completes a specified behavior accumulation (e.g., using critical hit skills more than 60% of the time in 10 consecutive battles), an additional attribute slot called "Critical Hit Amplification Slot" is unlocked. This slot is the "additional attribute slot".
[0014] When a player's number of additional attribute slots reaches the system's first threshold (e.g., 3), the system triggers the "Slot Resonance Strategy" as the "First Strategy." This strategy evaluates the combination logic between currently active slots and guides a chain of attribute-boosting behaviors. For example, if the three active slots are "Attack Speed+", "Critical Hit Increase+", and "Elemental Penetration+", the system automatically generates a "Rapid Burst" resonance effect, granting the character a brief buff every 30 seconds, increasing critical hit rate by 30% and attack speed by 20%.
[0015] Simultaneously, the system invokes the embedded behavior profile generation module to model the character's actual operating habits and identify them as a "burst output type" behavior profile. The system then selects the attribute enhancement scheme with the highest match to this profile from multiple candidate resonance effect schemes—that is, selecting a resonance scheme with short-term, high-efficiency damage boost characteristics—to complete the final attribute application. This process corresponds to the steps of "generating a behavior profile based on behavior data, matching an attribute enhancement scheme, and executing it."
[0016] In some implementations, the first strategy includes performing an attribute enhancement path selection operation based on an enhancement structure tree, wherein the enhancement structure tree consists of a branch structure, and each branch represents at least one attribute enhancement direction for the virtual character.
[0017] As described above, by introducing an enhanced tree structure, the traditional linear attribute growth path is expanded into a multi-branch structure, increasing the player's strategic participation in the attribute growth path. Each branch corresponds to an attribute direction, such as attack, control, survival, or elemental resistance, allowing players to flexibly choose the optimal growth direction based on different combat needs or character roles, avoiding a uniform "one-size-fits-all" growth model. In one embodiment, the system provides a ranged magic character with a "spell output branch," a "control and sustain branch," and an "elemental resistance branch," which players can switch between under different combat cycles or enemy composition conditions, and choose whether to activate new branch nodes to obtain attribute bonuses. The introduction of this tree structure not only enhances the diversity and hierarchy of attribute growth but also makes the player's choices directly affect the character's final development direction, enhancing the game's strategy and engagement, while avoiding resource waste and redundant investment.
[0018] In some implementations, the step of selecting and executing an attribute enhancement scheme that matches the behavioral profile in the first strategy includes the following steps: In response to the matching result between the behavioral profile and the preset branch features, the branch structure that the virtual character should activate is determined, and the node activation and attribute update operations in the branch structure are executed.
[0019] As described above, the intelligent path selection mechanism of the enhanced tree structure has been further refined. The system intelligently recommends the most suitable growth path based on the matching relationship between the virtual character's behavioral profile and the characteristics of the tree structure branches, and directly executes node activation and attribute update operations when activation conditions are met. This mechanism significantly lowers the understanding threshold for players regarding growth strategies and improves the accuracy and efficiency of path selection. In one embodiment, the system detects that a virtual character generally employs a high-mobility, low-defense, and fast-kill tactic in 30 dungeon battles. The corresponding behavioral profile highly matches the "evasion enhancement branch," and the system accordingly activates primary nodes such as "Agility +5%" and "Evasion Rate +8%." Meanwhile, the inactive "Health Enhancement Branch" is not recommended as the first choice. This automatic path recognition capability not only reduces the cognitive burden on players in attribute planning but also ensures the maximization of the actual benefits of attribute growth, aligning with the trend of intelligent character growth.
[0020] For example, the system first maintains an "enhancement structure tree" for each virtual character on the game server side. This structure tree consists of multiple growth branches. Each branch represents a growth direction for an attribute, such as "attack branch," "defense branch," "control branch," and "mobility branch." Each branch has several nodes, and each node corresponds to a specific attribute bonus (such as attack power +5%, critical hit rate +3%, etc.), and there are dependencies, requiring activation at each level. During actual game operation, the server continuously collects behavioral data of players in combat, movement, skill release, etc., extracting multi-dimensional behavioral features, such as skill hit rate, dodge frequency, and skill switching speed, and inputting them into the behavioral profile modeling module to form a "burst offensive" behavioral profile. This profile is the aforementioned "behavioral profile."
[0021] Next, the structure tree path decision module compares this behavioral profile with predefined structure tree branch features and finds that the "attack branch" and "mobility branch" have a significantly higher matching degree than other branches. The system prioritizes recommending the "attack branch" as the main growth direction for the current character and automatically marks it as the "recommended activation path".
[0022] Once a player accepts the recommended path, the system executes the "node activation and attribute update operations" within the branch structure. For example, activating the first node "Attack +3%" takes effect immediately after deducting the corresponding resources; and based on the fulfillment of its prerequisites, the system allows activation of the next node "Critical Hit +5%". Simultaneously, the attribute update results are synchronized to the character's combat attribute table and displayed visually on the interface.
[0023] In this embodiment, because the enhancement path is deeply adapted to the behavioral profile, players can enter the growth route that best suits their style without lengthy judgments, achieving rapid and accurate character development. Simultaneously, the enhancement structure tree re-evaluates the matching degree after each round of node execution; if the player's style deviates, the recommended path can be adjusted in real time, thereby enhancing the responsiveness and intelligence of the attribute growth system.
[0024] In some implementations, the steps also include: In response to the degree of overlap in behavioral profiles among virtual characters, the branch structure that has been activated by a virtual character is inherited by other virtual characters.
[0025] As described above, a mechanism for sharing enhancement paths across characters is provided, breaking through the limitations of the traditional complete isolation of attribute growth between characters and enabling collaborative utilization of growth resources among multiple characters within an account. In one embodiment, two virtual characters A and B under the same account both prefer a mid-range spell output style. By analyzing the high degree of overlap between their behavioral profiles, the system determines that character B can inherit the "spell burst branch" already activated by character A. The system automatically unlocks the synchronized primary nodes in character B's enhancement tree and allows B to activate the remaining nodes at a lower cost. This mechanism ensures that strategy building among multiple characters no longer starts from scratch, greatly improving the efficiency and willingness of players in developing multiple characters. At the same time, this solution precisely controls the trigger boundary of the sharing mechanism through the "overlap" parameter, ensuring system fairness and avoiding forced homogenization. Furthermore, inheritance under the shared path is not strongly bound; players can still choose independent branches for development, balancing freedom and synergy.
[0026] In some implementations, the steps also include: In response to changes in the characteristics of the behavioral profile, the reinforcement tree structure is reconstructed, and the attribute weights of the activated branches are migrated or redistributed. Based on the latest features of the behavioral profile, it is matched with the reconstructed reinforcement structure tree.
[0027] As described above, a dynamic restructuring mechanism for the enhancement tree structure triggered by changes in behavioral profiles is provided. This overcomes the problem of traditional enhancement paths being fixed and unchangeable once selected, enabling the character's growth path to have "reversible evolution" capabilities. When a player's operating habits or strategic needs change, the system can automatically determine whether the enhancement path needs to be restructured based on significant changes in the behavioral profile, and re-evaluate the attribute value and suitability of the original nodes. In one embodiment, the player initially uses the character in PVE mode, following the "control and sustain branch"; later, when entering a high-intensity PVP environment, the system detects that the player's behavioral profile has shifted to an explosive output style, and thus initiates the tree structure restructuring mechanism, freezing some control nodes and opening the "burst damage branch" for the player to choose again, while automatically migrating the original attribute weights or providing resource return options. This mechanism effectively improves the player's adaptability during the strategy migration period, avoids resource waste and growth gaps, and gives the system the flexibility of "growth path re-optimization," enhancing the stickiness and depth of the long-term gaming experience.
[0028] Please refer to Figure 2 A game attribute enhancement terminal 1 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 completes the steps in a game attribute enhancement method.
[0029] In summary, the game attribute enhancement method and terminal provided by this invention enables a dynamically adaptable attribute growth mechanism that matches the style of the virtual character, breaking through the limitations of traditional fixed attribute systems and single enhancement paths. By unlocking additional attribute slots for behavior matching and triggering chain strategies based on the number of slots, combined attribute gains are achieved. Furthermore, by combining the enhancement structure tree and behavior profile matching mechanism, personalized and intelligent growth path selection is realized, improving the efficiency and accuracy of growth decisions. In addition, the system supports cross-character path inheritance and reconstruction mechanisms, making resource collaboration within the account more efficient, and providing a reversible growth channel when players change strategies, greatly enhancing the flexibility, strategic depth, and player stickiness of the game system.
[0030] 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 improving game attributes, characterized in that: Including the following steps: In response to the behavior data of the virtual character, unlock additional attribute fields that match the virtual character; In response to the first number of additional attribute fields unlocked, the first strategy is triggered; The first strategy triggers a chain of attribute enhancement effects based on the first number of unlocked additional attribute fields; Generate a behavior profile based on the behavior data, and select and execute an attribute improvement scheme that matches the behavior profile in the first strategy.
2. The method for enhancing game attributes according to claim 1, characterized in that: The first strategy includes performing an attribute enhancement path selection operation based on the enhancement structure tree, wherein the enhancement structure tree consists of a branch structure, and each branch represents at least one attribute enhancement direction of the virtual character.
3. The method for enhancing game attributes according to claim 2, characterized in that: The step of selecting and executing an attribute improvement scheme that matches the behavioral profile in the first strategy includes the following steps: In response to the matching result between the behavioral profile and the preset branch features, the branch structure that the virtual character should activate is determined, and the node activation and attribute update operations in the branch structure are executed.
4. The method for enhancing game attributes according to claim 3, characterized in that: It also includes the following steps: In response to the degree of overlap in behavioral profiles among virtual characters, the branch structure that has been activated by a virtual character is inherited by other virtual characters.
5. The method for enhancing game attributes according to claim 2, characterized in that: It also includes the following steps: In response to changes in the characteristics of the behavioral profile, the reinforcement tree structure is reconstructed, and the attribute weights of the activated branches are migrated or redistributed. Based on the latest features of the behavioral profile, it is matched with the reconstructed reinforcement structure tree.
6. A terminal for enhancing game attributes, characterized in that: Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: In response to the behavior data of the virtual character, unlock additional attribute fields that match the virtual character; In response to the first number of additional attribute fields unlocked, the first strategy is triggered; The first strategy triggers a chain of attribute enhancement effects based on the first number of unlocked additional attribute fields; Generate a behavior profile based on the behavior data, and select and execute an attribute improvement scheme that matches the behavior profile in the first strategy.
7. A game attribute enhancement terminal according to claim 6, characterized in that: The first strategy includes performing an attribute enhancement path selection operation based on the enhancement structure tree, wherein the enhancement structure tree consists of a branch structure, and each branch represents at least one attribute enhancement direction of the virtual character.
8. A terminal for enhancing game attributes according to claim 7, characterized in that: The step of selecting and executing an attribute improvement scheme that matches the behavioral profile in the first strategy includes the following steps: In response to the matching result between the behavioral profile and the preset branch features, the branch structure that the virtual character should activate is determined, and the node activation and attribute update operations in the branch structure are executed.
9. A terminal for enhancing game attributes according to claim 8, characterized in that: It also includes the following steps: In response to the degree of overlap in behavioral profiles among virtual characters, the branch structure that has been activated by a virtual character is inherited by other virtual characters.
10. A terminal for enhancing game attributes according to claim 7, characterized in that: It also includes the following steps: In response to changes in the characteristics of the behavioral profile, the reinforcement tree structure is reconstructed, and the attribute weights of the activated branches are migrated or redistributed. Based on the latest features of the behavioral profile, it is matched with the reconstructed reinforcement structure tree.
