Control method, computer, and control program

The method corrects main character parameters using sub-character abilities, enhancing battle interest by dynamically improving the main character's abilities, addressing the underutilization of sub-characters in conventional games.

JP2025108686AActive Publication Date: 2025-07-23GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2025070056
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-22
Publication Date
2025-07-23
Estimated Expiration
2034-08-29

AI Technical Summary

Technical Problem

Conventional role-playing games and card battle games do not effectively utilize the abilities of sub-characters to enhance the main character's parameters, leading to reduced interest in battles.

Method used

A control method and program that corrects the parameters of the main game medium based on those of the sub-game medium, using a predetermined ratio to enhance the main character's abilities during battles.

Benefits of technology

Enhances the interest of battles by dynamically improving the main character's parameters based on sub-characters, preventing the main character from becoming weaker and maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025108686000001_ABST
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Patent Text Reader

Abstract

To provide a control method, a computer, and a control program capable of enhancing fun of a game.SOLUTION: The control method is a method for controlling a computer 3 including a storage part 32 and executing a game of performing a battle. When the storing part 32 stores a game medium group composed of a main game medium and a sub-game medium each having parameters and a battle is performed, the computer 3 corrects the parameters of the main game medium, based on the parameters of the sub-game medium, and performs a battle by using the game media group in which the parameters of the main game medium are corrected.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a control method, a computer, and a control program. [Background technology]

[0002] In recent years, games that are provided to mobile terminals via communication networks and can be played by multiple players have become available. Social games are known in which users can communicate with each other. For example, the game includes a card of the main character and a card of a sub-character acquired through the game progress. A card battle game in which you battle using a deck made up of character cards. There is a room.

[0003] In addition, the main character (player character, protagonist character) that the player controls is In addition to the main characters (characters, etc.), sub-characters (non-player characters, companion characters, etc.) can appear. There are known role-playing games in which the The player selects a sub-character from among multiple characters and assigns it to the main character. A party is formed with the selected sub-character, and a battle game is executed.

[0004] For example, in Patent Document 1, a character with a different level from the main character can be selected. A screen is displayed, and the main character and the character selected by the player using that screen are displayed. A role-playing game system in which the game progresses using a party made up of The system is described. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2012-45422 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, in conventional role-playing games or card battle games, players However, even if you create a party or deck using the main character and sub-characters, However, the main character's current abilities did not change. The power of the party or deck is affected by the abilities of the sub-characters in the deck. Rather, it was a factor that reduced the interest of battle games.

[0007] The present invention has been made to solve such problems, and is intended to improve the entertainment value of games. The present invention aims to provide a control method, a computer, and a control program that enable Let us assume that. [Means for solving the problem]

[0008] The control method according to the present invention is a method for controlling a computer that includes a storage unit and executes a battle game. A control method for a game, comprising: a computer; A group of game media constituted by sub-game media is stored in a storage unit, and when a battle is conducted, The parameters of the main game medium are corrected based on the parameters of the sub game medium, The game includes conducting a battle using a group of game media in which parameters of the in-game media have been corrected. The computer may be, for example, a mobile terminal or a stationary terminal, as long as it is capable of executing the above procedure. Terminals, servers, etc.

[0009] Also, in the control method according to the present invention, in correction, the computer adds a value based on a predetermined ratio of the parameters of the sub-game medium to the parameters of the main game medium, so as to preferably correct the parameters of the main game medium.

[0010] Also, in the control method according to the present invention, the parameters of the main game medium include a plurality of element parameters, and in correction, the computer preferably corrects each element parameter of the main game medium based on the sum of the plurality of element parameters of the main game medium and the ratio of each element parameter or the ratio of each element parameter to the sum of the plurality of element parameters of the sub-game medium.

[0011] Also, in the control method according to the present invention, the parameters of the sub-game medium include a plurality of element parameters, and in correction, the computer preferably corrects each element parameter of the main game medium based on the value obtained by multiplying the sum of the plurality of element parameters of the sub-game medium by the ratio of each element parameter.

[0012] Also, in the control method according to the present invention, the computer further stores each of the main game medium and the sub-game medium in the storage unit in association with characteristic information that defines the ratio of each element parameter in the main game medium and the sub-game medium, and the characteristic information associated with the main game medium is selectable in response to an instruction from the player, and the characteristic information associated with the sub-game medium is preferably non-selectable in response to an instruction from the player.

[0013] Also, in the control method according to the present invention, the main game medium responds to an instruction from the player is not selectable, and it is preferable that the sub-game medium is selectable according to an instruction from the player. Preferably.

[0014] Further, in the control method according to the present invention, the computer further stores, in the storage unit, game media of other players related to the player, and it is preferable that the sub-game medium includes game media of other players. Preferably.

[0015] Further, in the control method according to the present invention, the main game medium and the sub-game medium each have a plurality of element parameters, and in the correction, the computer preferably corrects each element parameter of the main game medium based on the corresponding element parameter of the sub-game medium. Preferably.

[0016] Further, in the control method according to the present invention, the computer preferably creates display data for displaying the difference between the corrected parameter and the parameter before correction. Preferably.

[0017] The computer according to the present invention is a computer that executes a game in which battles are performed, and includes a storage unit that stores a game medium group composed of a main game medium and a sub-game medium each having a parameter, a correction unit that corrects the parameter of the main game medium based on the parameter of the sub-game medium when a battle is performed, and a battle execution unit that performs a battle using the game medium group in which the parameter of the main game medium is corrected. Preferably.

[0018] The control program according to the present invention includes a storage unit and is a program for causing a computer that executes a game in which battles are performed to The data unit stores a game medium group composed of a main game medium and a sub-game medium, each having parameters, and when a battle is to be performed, corrects the parameters of the main game medium based on the parameters of the sub-game medium, and causes a battle to be performed using the game medium group in which the parameters of the main game medium are corrected. The data unit stores a game medium group composed of a main game medium and a sub-game medium, each having parameters, and when a battle is to be performed, corrects the parameters of the main game medium based on the parameters of the sub-game medium. Based on the parameters of the sub-game medium, the parameters of the main game medium are corrected, and a battle is performed using the game medium group in which the parameters of the main game medium are corrected. The data unit stores a game medium group composed of a main game medium and a sub-game medium, each having parameters, and when a battle is to be performed, corrects the parameters of the main game medium based on the parameters of the sub-game medium, and causes a battle to be performed using the game medium group in which the parameters of the main game medium are corrected.

Advantages of the Invention

[0019] The control method, computer, and control program according to the present invention correct the parameters of the main game medium based on the parameters of the sub-game medium in a game that performs a battle using a game medium group composed of the main game medium and the sub-game medium, so that the interest of the game can be improved. The control method, computer, and control program according to the present invention correct the parameters of the main game medium based on the parameters of the sub-game medium in a game that performs a battle using a game medium group composed of the main game medium and the sub-game medium. Based on the parameters of the sub-game medium, the parameters of the main game medium are corrected, and a battle is performed using the game medium group in which the parameters of the main game medium are corrected. The control method, computer, and control program according to the present invention correct the parameters of the main game medium based on the parameters of the sub-game medium in a game that performs a battle using a game medium group composed of the main game medium and the sub-game medium, so that the interest of the game can be improved.

Brief Description of the Drawings

[0020]

Figure 1

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Embodiments for Carrying Out the Invention

[0021] Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to those embodiments, but extends to the invention described in the claims and its equivalents. of the technical scope is not limited to those embodiments, but extends to the invention described in the claims and its equivalents.

[0022] In this embodiment, the player executes a game in which a party composed of a main character and sub - characters battles against enemy characters. Here, a party means a set or group of characters. The main character is a character owned by the player and is always included in the party when the player executes a battle. The sub - character is a character that constitutes a party in addition to the main character. character and is always included in the party when the player executes a battle. character and is always included in the party when the player executes a battle. It is a Kutah, and it is selected from the characters held by the player other than the main character.

[0023] The main character and the sub-character are an example of a game medium. A game medium is electronic data used in the game, and includes, for example, cards, items, characters, and avatars and the like. Also, the game medium can be acquired, held, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or gifted by the player within the game according to the progress of the game, but the usage mode of the game medium is not limited to those explicitly stated in this specification. Note that the image of the appearance of the main character may be changed according to the player's instructions or the level of the main character or the like.

[0024] A party is an example of a group of game media composed of a plurality of game media. Note that in this embodiment, the party is described as an example of a group of game media, but as a group of game media , a deck in which a plurality of game media are arranged at predetermined positions may be used.

[0025] The main character and the sub-character have parameters. The parameters are physical strength (or HP (Hit Points)), magic power (or MP (Magic Points)), attack power, magic attack power, defense power, magic defense power, activation rate of skills (special effects), number of attack times in a one-on-one battle, number of defense times in a one-on-one battle, and other elemental parameters.

[0026] In this game, based on the parameters of the sub-characters constituting the party, the parameters of the main character are corrected. The player executes a game in which a battle with an enemy character is carried out using the party whose parameters of the main character have been corrected.​

[0027] In this way, before the battle, based on the parameters of the sub-characters that make up the party, subsequently, by correcting the parameters of the main character, the interest of the battle game is aimed to be improved.

[0028] FIG. 1 is a diagram showing an example of the schematic configuration of the game system 1.

[0029] The game system 1 includes at least one mobile terminal 2 and a server 3. The mobile terminal 2 and the server 3 are interconnected via a communication network, for example, via a base station 4, a mobile body communication network 5, a gateway 6, and the Internet 7. The program executed on the mobile terminal 2 (for example, a browsing program) and the program executed on the server 3 (for example, a game program) communicate with each other using a communication protocol such as the Hypertext Transfer Protocol (HTTP).

[0030] FIG. 2 is a diagram showing an example of the schematic configuration of the mobile terminal 2.

[0031] The mobile terminal 2 connects to the server 3 via the base station 4, the mobile body communication network 5, the gateway 6, and the Internet 7 and communicates with the server 3. The mobile terminal 2 requests the server 3 to proceed with the game according to the operation of the operation unit 23 (buttons, etc.) by the player. Also, the mobile terminal 2 receives and displays the display data related to the progress of the game from the server 3. For this purpose, the mobile terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25.

[0032] In this embodiment, a multifunctional mobile phone (so-called "smartphone") is assumed as the mobile terminal 2. However, the present invention is not limited to this. The mobile terminal 2 only needs to be applicable to the present invention. For example, it may be a mobile phone (so-called "feature phone"), a personal digital assistant ( Personal Digital Assistant, PDA), a portable game machine, a portable music player, a tablet terminal , a tablet PC, a notebook PC, or the like.

[0033] The terminal communication unit 21 includes a communication interface circuit including an antenna having a predetermined frequency band as a sensing band, and connects the mobile terminal 2 to a wireless communication network. The terminal communication unit 21 establishes a wireless signal line with the base station 4 by a CDMA (Code Division ision Multiple Access) method or the like via a channel assigned by the base station 4, and communicates with the base station 4. Then, the terminal communication unit 21 transmits the data supplied from the terminal processing unit 25 to the server 3 or the like. Also, the terminal communication unit 21 supplies the data received from the server 3 or the like to the terminal processing unit 25.

[0034] The terminal storage unit 22 includes, for example, a semiconductor memory device. The terminal storage unit 22 stores an operating system program, a driver program, an application program, data, etc. used in the processing by the terminal processing unit 25. For example, the terminal storage unit 22 stores, as a driver program, an input device driver program for controlling the operation unit 23, an output device driver program for controlling the display unit 24, and the like. Also, the terminal storage unit 22 stores, as an application program, acquisition and display of display data related to the progress of the game. Stores programs and the like that perform the operation. Also, the terminal storage unit 22 stores, as data, display data related to the progress of the game, video data, image data, and the like. Furthermore, the terminal storage unit 22 may temporarily store temporary data related to predetermined processing. Stores display data, video data, image data, etc. related to the progress of the game. Furthermore, the terminal storage unit 22 May temporarily store temporary data related to predetermined processing.

[0035] The operation unit 23 may be any device as long as the operation of the mobile terminal 2 is possible. For example, It is a touch panel, a key button, etc. The player can input characters, numbers, Symbols, etc. When the operation unit 23 is operated by the player, it generates a signal corresponding to the operation. And the generated signal is supplied to the terminal processing unit 25 as an instruction from the player. As an instruction from the player, it is supplied to the terminal processing unit 25.

[0036] The display unit 24 may also be any device as long as it can display video, images, etc. For example, It is a liquid crystal display, an organic EL (Electro-Luminescence) display, etc. The display unit 24 displays a video corresponding to the video data supplied from the terminal processing unit 25, an image corresponding to the image data, etc. Displays a video corresponding to the video data supplied from the terminal processing unit 25, an image corresponding to the image data, etc.

[0037] The terminal processing unit 25 includes one or a plurality of processors and their peripheral circuits. The terminal processing unit 25 comprehensively controls the overall operation of the mobile terminal 2. For example, it is a CPU (Central Processing Unit). The terminal processing unit 25 controls the operations of the terminal communication unit 21, the display unit 24, etc. so that various processes of the mobile terminal 2 are executed in an appropriate procedure based on the programs stored in the terminal storage unit 22 and the operations of the operation unit 23. The terminal processing unit 25 stores the programs (operating system programs, drivers, etc.) stored in the terminal storage unit 22 Based on the programs stored in the terminal storage unit 22 and the operations of the operation unit 23, etc., it controls the operations of the terminal communication unit 21, the display unit 24, etc. so that various processes of the mobile terminal 2 are executed in an appropriate procedure. The terminal processing unit 25 stores the programs (operating system programs, drivers, etc.) stored in the terminal storage unit 22 Are executed in an appropriate procedure. The terminal processing unit 25 controls the operations of the terminal communication unit 21, the display unit 24, etc. so that the operations of the terminal communication unit 21, the display unit 24, etc. are executed in an appropriate procedure based on the programs stored in the terminal storage unit 22 and the operations of the operation unit 23. The terminal processing unit 25 stores the programs (operating system programs, drivers, etc.) stored in the terminal storage unit 22 Are executed in an appropriate procedure, and controls the operations of the terminal communication unit 21, the display unit 24, etc. The terminal processing unit 25 stores the programs (operating system programs, drivers, etc.) stored in the terminal storage unit 22 (Operating system programs, driver The processing is performed based on the terminal program, application program, etc. The processing unit 25 executes a plurality of programs (application programs, etc.) in parallel. This can be done.

[0038] The terminal processing unit 25 includes at least a browsing execution unit 251. The functional module is realized by a program executed by a processor included in the processor 25. Alternatively, each of these units may be implemented in the mobile terminal 2 as firmware.

[0039] The browsing execution unit 251 acquires and displays display data related to the progress of the game. In response to an instruction from the layer, a request to acquire display data related to the progress of the game is sent to the terminal communication unit 2. 1 to the server 3. The browsing execution unit 251 also transmits the corresponding display data to the server 3 via the The display data is received from the server 3 via the terminal communication unit 21. The browsing execution unit 251 That is, the viewing execution unit 251 interprets the received display data and creates drawing data. The control data and content data are identified by analyzing the control data and content data. The content data is laid out and drawing data is created. The generated drawing data is output to the display unit 24.

[0040] FIG. 3 is a diagram showing an example of a schematic configuration of the server 3. Also, FIG. 4 and FIG. 5 are diagrams showing an example of a server record. 3A to 3C are diagrams illustrating examples of data structures of various tables stored in a memory unit 32.

[0041] The server 3 progresses the game in response to a request from the mobile terminal 2. The server 3 also The server 3 creates display data related to the progress of the game and transmits it to the mobile terminal 2. The server includes a server communication unit 31, a server storage unit 32, and a server processing unit 33.

[0042] The server communication unit 31 is a communication interface for connecting the server 3 to the Internet 7. The server communication unit 31 includes a base circuit and communicates with the Internet 7. The data received from the mobile terminal 2 or the like is supplied to the server processing unit 33. In addition, the server communication unit 3 1 transmits data supplied from the server processing unit 33 to the mobile terminal 2 or the like.

[0043] The server storage unit 32 is, for example, a magnetic tape device, a magnetic disk device, or an optical disk device. The server storage unit 32 includes a server processing unit 33. Operating system programs, driver programs, and applications used in the processing of For example, the server storage unit 32 stores application programs, data, etc. The game is played as an application program, and display data related to the game results is created. It stores the system programs, etc.

[0044] The server storage unit 32 stores various tables shown in FIG. 4 and FIG. 5, game fields, and the like as data. It also stores data related to fields, items, avatars, and enemy characters. The server storage unit 32 may temporarily store temporary data related to a predetermined process. The various tables will be described later.

[0045] The server processing unit 33 includes one or more processors and their peripheral circuits. The management unit 33 controls the overall operation of the server 3. For example, the management unit 33 may be a CPU. The server processing unit 33 processes various processes of the server 3 stored in the server storage unit 32. Control the operations of the server communication unit 31 and the like so that they are executed in an appropriate procedure based on a program or the like. The server processing unit 33 executes processing based on programs (operating system programs, driver programs, application programs, etc.) stored in the server storage unit 32. In addition, the server processing unit 33 can execute a plurality of programs (application programs, etc.) in parallel. Here, a method for correcting parameters of the main character in the game provided by the game system 1 will be described with reference to FIGS. 6 and 7. FIG. 6 is a schematic diagram for explaining a method of correcting the HP and MP of the main character based on the HP and MP of the sub-characters 1 to 3 constituting the party. In the example shown in FIG. 6, a party is composed of the main character and sub-characters 1 to 3. The current HP and MP of the main character are 950 points and 50 points, respectively. The current HP and MP of sub-character 1 are 700 points and 300 points, respectively. The current HP and MP of sub-character 2 are 1000 points and 500 points, respectively. The current HP and MP of sub-character 3 are 2000 points and 300 points, respectively.

[0046] First, the bonus points provided to the main character are calculated for each sub-character. For example, as shown in frame 601 of FIG. 6, 200 points corresponding to 20% of the total value (1000 points) of the HP (700 points) and MP (300 points) of sub-character 1.

[0047]

[0048] It is calculated as the granting point. The same applies to Sub-character 2 and Sub-character 3 , and granting points corresponding to 20% of the total value of HP and MP (300 points and 4 60 points) are calculated. Hereinafter, the ratio of the granting points to the total value of each element parameter of the sub-character ( "20%" in the above example) is referred to as the granting rate. That is, the granting rate is an example of a predetermined ratio of the parameters of the sub-character, and the granting point is an example of a value based on a predetermined ratio of the parameters of the sub-character.

[0049] Next, as shown in frame 602, the total value of the granting points calculated for each sub-character (9 60 points) is calculated as the total addition points to be added to the element parameters of the main character.

[0050] Next, as shown in frame 603, the total addition points of the main character (960 points) are distributed to the addition points of HP and MP of the main character. In this example, based on the ratio of the current HP and the current MP of the main character, 960 points are distributed to the addition points of HP (912 points) and the addition points of MP (48 points). The calculation formulas for the addition points of HP and the addition points of MP are as follows. Addition points of HP = Total addition points of the main character × Ratio(HP) Addition points of MP = Total addition points of the main character × Ratio(MP) Ratio(HP) = Current HP of the main character / (Current HP of the main character + Current MP of the main character) Ratio(MP) = Current MP of the main character / (Current HP of the main character + Current MP of the main character)

[0051] Finally, as shown in frame 604, to the current HP (950 points) of the main character , the HP addition points (912 points) are added, and the corrected HP (1862 points ) is calculated. Similarly, to the current MP of the main character, the MP addition points are added , and the corrected MP is calculated. As described above, the HP and MP of the main character are corrected by adding values based on a predetermined ratio of the total HP and MP of the sub-characters.

[0052] Note that as the ratio (HP) and ratio (MP), instead of the ratios of the current HP and MP of the main character , the ratios of the HP and MP of any one of sub-characters 1 to 3 may be used. In that case, as the ratio (HP) and ratio (MP), for example, , among sub-characters 1 to 3, the ratios of the HP and MP of sub-character 3, which has the largest total value of HP and MP, are used. Or the ratios of the HP and MP of one sub-character selected by lottery may be used.

[0053] Also, as the ratio (HP) and ratio (MP), the ratios of the HP and MP of any plurality of sub-characters among sub-characters 1 to 3 may be used. In that case, as the ratio (HP) and ratio (MP), for example, the ratios of the average value of the HP and the average value of the MP of a plurality of sub-characters selected by lottery are used.

[0054] Also, when each character has an attribute, the assignment rate of sub-characters having the same attribute as the main character is set higher than the assignment rate of sub-characters having other attributes. Good. Here, an attribute is a characteristic or property that each character has and determines its superiority over enemy characters in battle, such as fire, water, thunder, etc.

[0055] Also, when each character has a profession, the assignment rate of sub - characters having the same profession as the main character may be set higher than the assignment rate of sub - characters having other professions. Good. Here, a profession is an identity that can use specific techniques or skills used in battle or adventure, such as warrior, magician, etc. A profession is an example of the characteristic information of a character. Characteristic information is the special nature of each character set for each character.

[0056] Also, a sub - character may be a character of a player who has a friend relationship with the player in - game or on an SNS (Social Networking Service). In that case, the assignment rate of the sub - character set with the character of the player in a friend relationship is set higher than the assignment rate of other sub - characters. Here, a player in a friend relationship with a player is an example of a related player. Related players are, for example, other players belonging to the same group as that player, other players in a friend relationship with that player, other players who rescued that player in a battle against past enemy characters, other players who fought against that player in the past and / or other players belonging to the group that fought against that player in the past, etc.

[0057] Also, based on the HP and MP of each sub - character respectively, the corresponding MP and MP of the main character may be corrected. For example, if the HP of the main character is supplemented ​​​​​​​​​​​​​ When corrected, the HP assignment points for each sub-character are calculated, and for each sub-character the total of the HP assignment points is added to the current HP as the HP addition points, and the HP after correction is calculated.

[0058] FIG. 7 is a schematic diagram for explaining a method of correcting the attack power, defense power, magic attack power, and magic defense power of the main character based on the attack power, defense power, magic attack power, and magic defense power of sub-characters 1 to 3 that make up the party.

[0059] The current attack power, defense power, magic attack power, and magic defense power of the main character are 2 00 points, 200 points, 50 points, and 50 points respectively. Also, the current attack power, defense power, magic attack power, and magic defense power of sub-character 1 are 100 points , 100 points, 150 points, and 150 points respectively. Also, the current attack power, defense power, magic attack power, and magic defense power of sub-character 2 are 100 points, 1 00 points, 400 points, and 200 points respectively. Also, the current attack power, defense power, magic attack power, and magic defense power of sub-character 3 are 500 points, 500 points , 150 points, and 150 points respectively.

[0060] First, the assignment points are calculated for each sub-character. For example, as shown in frame 701 of FIG. 7 , 100 points corresponding to 20% of the total value (500 points) of the attack power (100 points), defense power (100 points), magic attack power (150 points), and magic defense power (150 points) of sub-character 1 are calculated as the assignment points. Sub-character ​​​Similarly, in the case of Kutah 2 and Sub-character 3, the bonus points corresponding to 20% of the total value of the attack power, defense power, magic attack power, and magic defense power (160 points and 260 points) are calculated.

[0061] Next, as shown in frame 702, the total value of the bonus points calculated for each sub-character (5 20 points) is calculated as the total addition points.

[0062] Next, as shown in frame 703, the total addition points of the main character (520 points) are distributed to the addition points of the main character's attack power, defense power, magic attack power, and magic defense power. In this example, based on the ratio of the current attack power, current defense power, current magic attack power, and current magic defense power of the main character, 520 points are distributed to the addition points of the attack power (208 points), defense power (208 points), magic attack power (52 points), and magic defense power (52 points). The calculation formulas for the addition points of HP and MP are as follows. Addition points of attack power = Total addition points of the main character × Ratio (attack power) Addition points of defense power = Total addition points of the main character × Ratio (defense power) Addition points of magic attack power = Total addition points of the main character × Ratio (magic attack power) Addition points of magic defense power = Total addition points of the main character × Ratio (magic defense power) Ratio (attack power) = Current attack power of the main character / (Current attack power of the main character + Current defense power of the main character + Current magic attack power of the main character + Current magic defense power of the main character) Ratio (defense power) = Current defense power of the main character / (Current attack power of the main character + Current defense power of the main character + Current magic attack power of the main character + Current magic defense power of the main character) Ratio (magic attack power) = Current magic attack power of the main character / (Current attack power of the main character + Current defense power of the main character + Current magic attack power of the main character + Current magic defense power of the main character) Ratio (magic defense power) = Current magic defense power of the main character / (Current attack power of the main character + Current defense power of the main character + Current magic attack power of the main character + Current magic defense power of the main character) character) ​​Ratio (Defense) = Current Defense of the Main Character / (Current Attack Power of the Main Character + Current Defense of the Main Character + Current Magic Attack Power of the Main Character + Current Magic Defense of the Main Character) Ratio (Magic Attack Power) = Current Magic Attack Power of the Main Character / (Current Attack Power of the Main Character + Current Defense of the Main Character + Current Magic Attack Power of the Main Character + Current Magic Defense of the Main Character) Ratio (Magic Defense) = Current Magic Defense of the Main Character / (Current Attack Power of the Main Character + Current Defense of the Main Character + Current Magic Attack Power of the Main Character + Current Magic Defense of the Main Character)

[0063] Finally, as shown in frame 704, the current attack power (200 points) of the main character is added with the added points of attack power (208 points) to calculate the corrected attack power (408 points). Similarly, the current defense, current magic attack power, and current magic defense of the main character are added with the added points of defense, added points of magic attack power, and added points of magic defense respectively to calculate the corrected defense, magic attack power, and magic defense.

[0064] In a conventional role-playing game or card battle game, the sub characters that make up the party may become stronger than the main character, and the main character with a lower level may become the weakness of the party. Furthermore, when the main character that makes up the party can be changed, it may be necessary to remove the main character with an emotional attachment as the player's alter ego from the party.

[0065] ​​By adopting the method for correcting the parameters of the main character described above, the main character will not cause dissatisfaction among players with respect to the main character becoming a weakness in the party. This becomes possible.

[0066] Figs. 8 to 12 are diagrams showing an example of the display screen of the mobile terminal 2 based on the display data created by the server 3. It is a diagram showing an example.

[0067] Fig. 8(a) shows an example of the menu screen 800 displayed when the game is started. The menu screen 800 is displayed based on the menu screen display data received from the server 3. On the screen, a plurality of buttons including an "Adventure" button 801, a "Battle" button 802, a "Party Formation" button 803, a "Shop" button 804, a "Settings" button 805, etc. are listed and displayed. When the "Adventure" button 801 is pressed, a game progress screen (not shown in the figure) in which the game is progressed using the main character or a party composed of the main character and sub-characters is displayed. Also, when the "Battle" button 802 is pressed, a battle is executed using the party, and a battle result screen (not shown in the figure) including the result of the battle is displayed. Further, when the "Party Formation" button 803 is pressed, a party formation screen for configuring the party is displayed. Also, when the "Shop" button 804 is pressed, a screen (not shown in the figure) for purchasing items and characters is displayed. Also, when the "Settings" button 80

[0068] 5 is pressed, a screen (not shown in the figure) for making settings necessary when the game is progressed is displayed. When the "Adventure" button 801 is pressed, a game progress screen (not shown) in which the game is advanced using the main character or a party composed of the main character and sub-characters is displayed. When the "Battle" button 802 is pressed, a battle is executed using the party, and a battle result screen (not shown) including the result of the battle is displayed. When the "Party Formation" button 803 is pressed, a party formation screen for configuring the party is displayed. When the "Shop" button 804 is pressed, a screen (not shown) for purchasing items and characters is displayed. When the "Settings" button 80 is pressed, a screen (not shown) for making settings necessary when the game is advanced is displayed. When the "Battle" button 802 is pressed, a battle is executed using the party, and a battle result screen (not shown) including the result of the battle is displayed. Also, when the "Party Formation" button 803 is pressed, a party formation screen for configuring the party is displayed. Also, when the "Shop" button 804 is pressed, a screen (not shown) for purchasing items and characters is displayed. Also, when the "Settings" button 80 5 is pressed, a screen (not shown) for making settings necessary when the game is advanced is displayed. When the "Party Formation" button 803 is pressed, a party formation screen for configuring the party is displayed. Also, when the "Shop" button 804 is pressed, a screen (not shown) for purchasing items and characters is displayed. Also, when the "Settings" button 80 5 is pressed, a screen (not shown) for making settings necessary when the game is advanced is displayed. When the "Settings" button 805 is pressed, a screen (not shown) for making settings necessary when the game is advanced is displayed. It is shown.

[0069] Fig. 8(b) shows an example of the party formation screen 810. The party formation screen 8 10 is displayed when the player presses the "Party Formation" button 803. The party formation screen 810 displays the main character image 811 and three sub-character images 81 2, 813, 814. That is, this party is composed of the main character and three sub-characters, and the four character images (811, 812, 813, 8 14) are arranged in order from left to right according to the order of the party stored for each player in the party table described later.

[0070] When the main character image 811 is pressed, the main character setting screen described later is shown, and when any one of the sub-character images 812, 813, 814 is pressed, the sub-character setting screen described later is displayed.

[0071] On the party formation screen 810, the "Back" button 815 is displayed below the main character image 8 11 or the sub-character images 812, 813, 814. When the "Back" button 815 is pressed, the menu screen 800 is displayed.

[0072] Fig. 9 shows an example of the main character setting screen 900. The main character setting screen 900 is a screen for setting the main character, which is displayed when the player presses the main character image displayed on the party formation screen 810 shown in Fig. 8(b) or the sub-character setting screen described later.

[0073] The main character setting screen 900 displays the main character image 901 and three sub-characters Character images 902, 903, 904, the name 905 of the main character, the occupation 906, the level 907, the "Occupation Change" button 908, HP, MP, attack power, defense power, magic attack power, and each element parameter 909 such as magic defense power, the name 910 of the skill, the "Skill Change" button 9 11, and the "Return" button 912, etc. are displayed.

[0074] The level is a numerical value indicating the level of strength that is accumulated for each character constituting the party when each player wins in battles or the like they execute.

[0075] A skill is a special ability that each character can use when executing a battle. The special ability includes abilities such as dealing damage different from the damage caused by the attack power and magic attack power that the character has to the enemy character, and the ability to confuse the enemy character. The main character can possess two or more skills. The player can select up to two skills from the two or more skills they possess for the main character to use in battles. As the element parameter 909, each element parameter after the correction process and the difference of each element parameter explained

[0076] in FIGS. 6 and 7 are displayed. Note that the difference from each element parameter before correction to each element parameter after correction may be displayed on a separate screen such as a help screen. Furthermore, the

[0077] main character image 901 displayed on the main character setting screen 900 is displayed more emphatically than the other sub-character images 902, 903, 904. For example, the main The character image 901 is displayed brighter than the other sub-character images 902, 903, 904. Or, the main character image 901 may be displayed in a darker color than the other sub-character images 902, 90 3, 904, or may be displayed blinking. Or, the main character image 901 may be displayed larger than the other sub-character images 902, 903, 904. By highlighting the main character image 901, the player can intuitively understand the selected main character.

[0078] When the "Job Change" button 908 is pressed, a job change screen described later is displayed. Also when the "Skill Change" button 911 is pressed, a skill change screen (not shown) for changing the skills that the main character can use in battle is displayed. Note that in the skill change screen (not shown), when the player performs a skill change operation, the newly set skill is set as a skill that can be used in battle. Also, when the "Back" button 912 is pressed, the menu screen 800 is displayed again.

[0079] FIG. 10 shows an example of a job change screen 1000. On the job change screen 1000 for each job, a main character image 1001, the name and level (Lv) 1002 of the job, a "Select" button 1003, and each element parameter 1004, etc. are displayed, and a "Back " button 1005 is displayed.

[0080] The main character image 1001 is an image showing a main character having a different appearance for each job. Each element parameter 1004 is calculated or set according to each job and level It is the set element parameter. The player can select the occupation of the main character while checking the main character image 1001 or each element parameter 1004.

[0081] When the "Select" button 1003 is pressed, the occupation of the main character is changed to the selected occupation and the main character setting screen 900 is displayed again. On this main character setting screen 900, the main character after the correction processing for each element parameter changed according to the occupation is displayed. Also, when the "Back" button 1005 is pressed the main character setting screen 900 before displaying the occupation change screen 1000 is displayed again.

[0082] Fig. 11 shows an example of the sub - character setting screen 1100. The sub - character setting screen 1100 is displayed when the player presses any of the sub - character images shown in the party formation screen 810 shown in Fig. 8(b), the main character setting screen 900 shown in Fig. 9, or the sub - character setting screen 1100. The sub - character corresponding to the pressed sub - character image is the sub - character to be changed.

[0083] On the sub - character setting screen 1100, the main character image 1101, three sub - character images 1102, 1103 and 1104, the name 1105 of the sub - character, the occupation 1 106 and the level 1107, the "Change Party Member" button 1108, each element parameter 1109 of the sub - character to be changed, the name 1110 of the skill, and the "Back" button 1111, etc. are displayed.

[0084] ​​​​The sub-character image 1102 displayed on the sub-character setting screen 1100 is the main character. Similar to the highlighted display of the main character image 901 on the main character setting screen 900, it is displayed more prominently than the main character image 1101 and other sub-character images 1103, 1104. The name 1110 of the skill displays the name of the skill that the sub-character can use in battle. Each sub-character has two skills uniquely set as skills that can be used in battle.

[0085] When the "Change Party Member" button 1108 is pressed, the sub-character change screen described later is displayed. Also, when the "Back" button 1111 is pressed, the menu screen 800 is displayed again.

[0086] FIG. 12 shows an example of the sub-character change screen 1200. On the sub-character change screen 1200, for each sub-character, the name 1201 of the sub-character, the image 1202, the name and level 1203 of the occupation, the "Details" button 1204, the "Select" button 1205, each element parameter 1206, etc. are displayed, and the "Back" button 1207 is also displayed. The player can select the sub-character to be added to the party while checking the image 1202 or each element parameter 1206.

[0087] When the "Details" button 1204 is pressed, a screen (not shown) containing detailed information about the corresponding sub-character is displayed. The detailed information includes skills that can be used in battle, etc. The mobile terminal 2 provides the player with a lot of information about the sub-character by displaying can.

[0088] When the "Select" button 1205 is pressed, the sub-character to be changed that is included in the party is The character will be changed to the selected sub-character, and the sub-character setting screen will be displayed again. The number 1100 is displayed. On this sub-character setting screen, you can select the sub-characters that make up your party. The main character will be displayed with each element parameter corrected according to the character change. When the "Back" button 1207 is pressed, the sub-character change screen 1200 is displayed. The sub-character setting screen 1100 before the selection is displayed.

[0089] In order to realize the above functions, the server storage unit 32 stores various tables shown in FIG. 5 shows the player table, party table, parameter table, and main character The server processing unit 33 stores the character table and the subcharacter table shown in FIG. As shown in the figure, the game system includes a progress control unit 331, a correction unit 332, and a battle execution unit 333. Each unit is realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be implemented as firmware in the server 3. It may be equipped with

[0090] The following describes various tables shown in FIG. 4 and FIG. 5 and each function block of the server processing unit 33 shown in FIG. The details of each step will be explained below.

[0091] FIG. 4(a) shows a player table. The player table includes the following: For the player, the player ID of the player, the main character ID of the main character, Name, occupation and level, owned sub-character information and related player ID, etc. are associated It is stored.

[0092] The main character ID is information that identifies the main character owned by each player. The owned sub-character information is information about the sub-characters owned by each player, and the sub-character ID and level are stored as the owned sub-character information. The related player ID is the player ID of other players related to each player.

[0093] Figure 4(b) shows the party table. In the party table, for each player, the player ID of the player, the main character ID or sub-character ID corresponding to each order of the party is stored in association.

[0094] Figure 4(c) shows the parameter table. In the parameter table, for each player, the player ID of the player, the element parameters (HP, MP, attack power, defense power, magic attack power, and magic defense power) before and after correction of the main character of the player, and the difference between the element parameters before correction and the element parameters after correction are stored in association.

[0095] Figure 5(a) shows the main character table. In the main character table, for each main character, the main character ID of the main character and main character information are stored in association. The main character information stores the occupation of the main character, the file name of the image data, and the basic parameters.

[0096] The basic parameters are the parameters at level 1 set for each occupation. Figure 5(a) ) In the example of, HP, MP, attack power, defense power, magic attack power, and magic defense power at level 1 are stored as basic parameters. Each element parameter of the main character is calculated using a predetermined calculation formula according to the level, occupation, basic parameters, random numbers, etc. of the main character. In addition, in the main character table, each element parameter at each level of each main character may be stored.

[0097] Figure 5(b) shows the sub-character table. In the sub-character table, for each sub-character, the sub-character ID, name, occupation, file name of the image data, basic parameters, etc. of the sub-character are stored in association. Note that each element parameter of the sub-character is calculated according to a predetermined calculation formula in the same way as each element parameter of the main character. Or, in the sub-character table, each element parameter at each level of each sub-character may be stored.

[0098] The progress control unit 331 controls the start and execution of the game, and appropriately instructs the correction unit 332 and the battle execution unit 333 to execute the processing. The progress control unit 331 exchanges necessary data with the mobile terminal 2 via the server communication unit 31.

[0099] When the progress control unit 331 receives a request for each screen described with reference to FIGS. 8 to 12 from the mobile terminal 2, it identifies the player ID included in the request. Then, the progress control unit 331 creates display data for displaying a button for receiving an instruction from the target player, character information to be notified to the target player, and an image in a layout corresponding to the screen, and the data Send the <タ> to the mobile terminal 2. On the screen thus displayed on the mobile terminal 2, when any button is pressed and a request for the next screen corresponding to that button is received from the mobile terminal 2, the progress control unit 331 similarly creates display data for the next screen and sends that data to the mobile terminal 2 .

[0100] In particular, when the "Battle" button 802 displayed on the menu screen 800 is pressed and a battle execution request corresponding thereto is received, the progress control unit 331 instructs the battle execution unit 333 to execute the battle and passes the player ID included in the battle execution request. Also, the progress control unit 331 receives the result of the battle from the battle execution unit 333 that has executed the battle, and creates battle result screen display data for displaying a battle result screen including the result of the battle . The progress control unit 331 transmits the created battle result screen display data to the mobile terminal 2 via the server communication unit 31 .

[0101] Also, when the "Party Formation" button 803 displayed on the menu screen 800 is pressed and a party formation request corresponding thereto is received, the progress control unit 331 creates party formation screen display data. The progress control unit 331 identifies the player ID included in the party formation request , extracts the main character ID and sub-character ID corresponding to the identified player ID from the party table. The progress control unit 331 extracts each information corresponding to the extracted main character ID and sub-character ID from the main character table and sub-character table. The progress control unit 331 creates party formation screen display data for displaying the party formation screen 810 in which the extracted each information is arranged in a predetermined layout . ​​​It does. The progress control unit 331 transmits the created party formation screen display data to the mobile terminal 2 via the server communication unit 31.

[0102] In addition, when the progress control unit 331 receives a main character setting request corresponding to the pressing of the main character image 811 or the main character image 1101 displayed on the party formation screen 810 or the sub-character setting screen 1100, it creates main character setting screen display data. The progress control unit 331 identifies the player ID included in the main character setting request, and extracts each piece of information regarding the main character corresponding to the identified player ID from the player table, the main character table, and the parameter table. The progress control unit 331 creates main character setting screen display data for displaying the main character setting screen 900 in which the extracted pieces of information are arranged in a predetermined layout. The progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31.

[0103] In addition, when the "Job Change" button 908 displayed on the main character setting screen 900 is pressed and the progress control unit 331 receives a corresponding job change request from the mobile terminal 2, it creates job change screen display data. The progress control unit 331 identifies the player ID included in the job change request, and extracts the main character ID and level of the main character corresponding to the identified player ID from the player table. The progress control unit 331 retrieves the main character information corresponding to the extracted main character ID from the main character table, and calculates each element parameter of the main character in each job based on the extracted pieces of information. ​​​​​​​​​​​ It does. The progress control unit 331 arranges each extracted piece of information and each calculated element parameter in a predetermined layout to create career change screen display data for displaying the career change screen 1000 arranged on the layout The progress control unit 331 transmits the created career change screen display data to the mobile terminal 2 via the server communication unit 31 .

[0104] In addition, when the "Select" button 1003 displayed on the career change screen 1000 is pressed and the corresponding career determination request is received from the mobile terminal 2, the progress control unit 331 identifies the player ID and career included in the received career determination request. The progress control unit 331 updates the career of the main character corresponding to the identified player ID in the player table to the identified career . . . .

[0105] Next, the progress control unit 331 instructs the correction unit 332 to execute parameter correction processing . Note that when the player table is updated, the progress control unit 331 may instruct the correction unit 332 to execute parameter correction processing immediately before the battle is executed without instructing the correction unit 332 to execute parameter correction processing . .

[0106] Next, the progress control unit 331 creates main character setting screen display data for displaying the main character setting screen. Each element parameter 909 of this main character setting screen 900 displays the corrected element parameter and the difference. Next, the progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31. By displaying the difference in each element parameter of the main character on the main character setting screen, the player can know to what extent the main character has been strengthened . . . . . can be confirmed.

[0107] In addition, when any sub-character image displayed on the party formation screen 810, the main character setting screen 90 0 or the sub-character setting screen 1100 is pressed and a sub-character setting request corresponding thereto is received from the mobile terminal 2, the sub-character character setting screen display data is created. The progress control unit 331 identifies the player ID included in the sub-character setting request and extracts the level of the main character corresponding to the identified player ID from the player table. The progress control unit 331 identifies the sub-character ID included in the sub-character setting request and extracts each piece of information corresponding to the identified sub-character ID from the sub-character table. Further, the progress control unit 331 calculates each element parameter of the sub-character based on each piece of information extracted . Next, the progress control unit 331 creates sub-character setting screen display data for displaying the sub-character setting screen 1100 in which each piece of information extracted and each element parameter calculated are arranged in a predetermined

[0108] layout. The progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31.

[0109] In addition, when the "Change Party Member" button 1108 displayed on the sub-character setting screen 1100 is pressed and a sub-character change request corresponding thereto is received from the mobile terminal 2, the progress control unit 331 creates sub-character change screen display data. The progress control unit 331 identifies the player ID included in the sub-character change request and corresponds to the identified player ID Extract all sub-character information from the player table, and the progress control unit 331 , based on each extracted piece of information, calculates each element parameter of the sub-character. The progress control unit 331 arranges the extracted pieces of information and the calculated element parameters in a predetermined layout to create sub-character change screen display data for displaying the sub-character change screen 1200. The progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31.

[0110] Also, when the "Select" button 1205 displayed on the sub-character change screen 1200 is pressed and the corresponding sub-character determination request is received from the mobile terminal 2 , the progress control unit 331 identifies the player ID, sub-character ID, and the order within the party included in the received sub-character determination request. The progress control unit 331 updates the sub-character ID corresponding to the identified player ID and order in the party table with the identified sub-character ID.

[0111] Next, the progress control unit 331 instructs the correction unit 332 to execute parameter correction processing. The progress control unit 331 creates sub-character setting screen display data for displaying the sub-character setting screen. Note that the corrected element parameters and differences may be displayed below the main character image 1101 of this sub-character setting screen 1100.

[0112] When the correction unit 332 is instructed by the progress control unit 331 to execute parameter correction processing, it identifies the player ID of the player included in the job determination request or sub-character determination request, and specifically Extract each piece of information of the main character corresponding to the specified player ID from the player table. Also, the correction unit 332 extracts the sub-character ID of the sub-character corresponding to the specified player ID from the party table, and extracts each piece of information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The correction unit 332 calculates each element parameter of the main character and the sub-character based on the extracted each piece of information. The correction unit 332 calculates each element parameter of the main character and the sub-character based on the extracted .

[0113] For each sub-character, the correction unit 332 calculates the assigned points by multiplying the sum of each element parameter of the sub-character by the assignment rate, and calculates the total of the assigned points of each sub-character as the total addition points. Next, the correction unit 332 calculates the ratio of each element parameter to the sum of each element parameter of the main character, and calculates the addition points by multiplying the total addition points by the ratio of each element parameter. Next, the correction unit 332 adds each addition point to each element parameter of the main character to calculate the corrected element parameters of the main character. The correction unit 332 calculates the ratio of each element parameter to the sum of each element parameter of the main character, and calculates the addition points by multiplying the total addition points by the ratio of each element parameter. Next, the correction unit 332 adds each addition point to each element parameter of the main character to calculate the corrected element parameters of the main character. The correction unit 332 adds each addition point to each element parameter of the main character to calculate the corrected element parameters of the main character. The correction unit 332 stores each element parameter of the main character before and after correction, as well as each difference between each element parameter before correction and each element parameter after correction, in the parameter table. The correction unit 332 stores each element parameter of the main character before and after correction, as well as each difference between each element parameter before correction and each element parameter after correction, in the parameter table. .

[0114] The correction unit 332 does not change each element parameter of the sub-character used in the parameter correction process. Incidentally, the correction unit 332 may subtract each assigned point from each element parameter of the sub-character. The correction unit 332 does not change each element parameter of the sub-character used in the parameter correction process. Incidentally, the correction unit 332 may subtract each assigned point from each element parameter of the sub-character. .

[0115] Also, the assignment rate of the sub-character can be set according to an instruction from the player. This is also acceptable. In that case, for example, the higher the setting of the application rate, the stronger the enemy characters that appear in the battle will be changed. Also, when the application rate is set high, the experience points obtained when winning the battle may be changed according to the application rate so that they become lower. In addition, an upper limit value (for example, 60%) may be set for the application rate. In that case, when an application rate exceeding the upper limit value is set, the skill may not be usable in the battle. Also, an upper limit value may be set for the application points. In that case, when the application points reach the upper limit value, a specific special effect may be exerted in the battle.

[0116] When the battle execution unit 333 is instructed to execute the battle by the progress control unit 331, it executes a battle with the enemy characters using the party in which the parameters of the main character are corrected. The battle execution unit 333 identifies the player ID included in the battle execution request, and extracts each element parameter of the main character corresponding to the identified player ID from the parameter table. Also, the battle execution unit 333 extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The battle execution unit 333 calculates using each element parameter of the sub-character based on each information of the extracted sub-character.

[0117] The battle execution unit 333 executes a battle with the enemy characters using the parameters of each character. The battle execution unit 333 passes the result of the executed battle to the progress control unit 331. The battle execution unit 333 identifies the player ID included in the battle execution request, and extracts each element parameter of the main character corresponding to the identified player ID from the parameter table. Also, the battle execution unit 333 extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The battle execution unit 333 extracts each element parameter of the main character corresponding to the identified player ID from the parameter table. Also, the battle execution unit 333 extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The battle execution unit 333 extracts the sub-character ID of the sub-character corresponding to the identified player ID from the party table, and extracts each information of the sub-character corresponding to the extracted sub-character ID from the sub-character table. The battle execution unit 333 calculates using each element parameter of the sub-character based on each information of the extracted sub-character. The battle execution unit 333 calculates using each element parameter of the sub-character based on each information of the extracted sub-character. The battle execution unit 333 calculates using each element parameter of the sub-character based on each information of the extracted sub-character.

[0118] The battle execution unit 333 executes a battle with the enemy characters using the parameters of each character. The battle execution unit 333 passes the result of the executed battle to the progress control unit 331.

[0119] FIG. 13 and FIG. 14 are diagrams showing an example of the operation sequence of the game system 1. FIG. 1 In 13 and FIG. 14, the operation sequence particularly regarding the formation of a party, the setting of characters, and the execution of battles is shown. This operation sequence is mainly executed by the terminal processing unit 25 and the server processing unit 33 in cooperation with the respective elements of the mobile terminal 2 and the server 3 based on the programs stored in the terminal storage unit 22 and the server storage unit 3 2 in advance. Hereinafter, the operation sequence of the game system 1 shown in FIG. 13 will be described.

[0120] First, with the menu screen 800 being displayed on the display unit 24, when the player presses the "Party

[0121] Formation" button 803, the browsing execution unit 251 transmits a party formation request to the server 3 via the terminal communication unit 21 (step S101). When receiving the party formation request via the server communication unit 31, the progress control unit 331 creates party formation screen display data (step S102). Next, the progress control unit 331 transmits the created party formation screen display data to the mobile terminal 2 via the server communication unit 31 (step S103). When the browsing execution unit 251 receives the party formation screen display data via the terminal communication unit 21, it displays the party formation screen 810 on the display unit 24 based on the received party formation screen display data (step S104). When the browsing execution unit 251 receives a main character setting request from the player pressing the main character image 81 1 on the party formation screen 810, it transmits the request to the server 3 via the terminal communication unit 21

[0122] (step S105).

[0123] When the main character setting request is received via the server communication unit 31, the progress control unit 33 1 creates main character setting screen display data (step S106). Next, the progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S107). When the browsing execution unit 251 receives the main character setting screen display data via the terminal communication unit 2 1, the main character setting screen 900 is displayed on the display unit 24 based on the received main character setting screen display data (step S108).

[0124] When the browsing execution unit 251 detects that the player presses the "Job Change" button 908 on the main character setting screen 900, a job change request is transmitted to the server 3 via the terminal communication unit 21 (step S109).

[0125] When the job change request is received via the server communication unit 31, the progress control unit 331 creates job change screen display data (step S110). Next, the progress control unit 331 transmits the created job change screen display data to the mobile terminal 2 via the server communication unit 31 (step S111). When the browsing execution unit 251 receives the job change screen display data via the terminal communication unit 21 , the job change screen 1000 is displayed on the display unit 24 based on the received job change screen display data (step S112).

[0126] When the browsing execution unit 251 detects that the player presses the "Select" button 1003 on the job change screen 1000, a job determination request is transmitted to the server 3 via the terminal communication unit 21 (step S11 3).

[0127] ​​​​When a career determination request is received via the server communication unit 31, the progress control unit 331 plays In the character table, update the main character ID, career, and skill character ID (Step S114).

[0128] Next, the correction unit 332 executes parameter correction processing (Step S115). Details of the parameter correction processing will be described later. Next, the progress control unit 331 creates main character setting screen display data for displaying the main character setting screen (Step S116) .

[0129] The progress control unit 331 transmits the created main character setting screen display data to the mobile terminal 2 via the server communication unit 31 (Step S117). When the browsing execution unit 251 receives the main character setting screen display data via the terminal communication unit 21, it displays the main character setting screen 900 on the display unit 24 based on the received main character setting screen display data (Step S118).

[0130] After that, when the menu screen 800 is displayed again on the display unit 24 according to the player's operation, in the state where the menu screen 800 is displayed on the display unit 24, when the player presses the "Battle" button 803, the browsing execution unit 251 transmits a battle execution request to the server 3 via the terminal communication unit 21 (Step S119).

[0131] When the progress control unit 331 receives a battle execution request via the server communication unit 31, the battle execution unit 333 executes the battle. Next, the progress control unit 331 creates battle result screen display data (Step S120).

[0132] Next, the progress control unit 331 transmits the created battle result screen display data to the mobile terminal 2 via the server communication unit 31 (step S121). When the browsing execution unit 251 receives the battle result screen display data via the terminal communication unit 21, it displays the battle result screen on the display unit 24 based on the received battle result screen display data (step S122). Thus, the operation sequence regarding the party formation, character setting, and battle execution ends. Next, the browsing execution unit 251 transmits a sub-character setting request to the server 3 via the terminal communication unit 21 when the player presses any of the sub-character images on the party formation screen 810 (step S205). When the server communication unit 31 receives the sub-character setting request, the progress control unit 331 creates sub-character setting screen display data (step S206). Next, the progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S207). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208). Based on the received battle result screen display data, the battle result screen is displayed on the display unit 24 (step S122). As described above, the operation sequence regarding the party formation, character setting, and battle execution ends. Regarding the operation sequence of the game system 1 shown in FIG. 14, S201 to S204 and S219 to S222 are the same as S101 to S104 and S119 to S122 shown in FIG. 13, and thus their descriptions are omitted. ends.

[0133] Next, the operation sequence of the game system 1 shown in FIG. 14 will be described. In FIG. 14, since S201 to S204 and S219 to S222 are the same as S101 to S104 and S119 to S122 shown in FIG. 13, their descriptions are omitted. Next, when the player presses any of the sub-character images on the party formation screen 810, the browsing execution unit 251 transmits a sub-character setting request to the server 3 via the terminal communication unit 21 (step S205). When the server communication unit 31 receives the sub-character setting request, the progress control unit 331 creates sub-character setting screen display data (step S206). Next, the progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S207). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208).

[0134] When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208). When the player presses any of the sub-character images on the party formation screen 810, the browsing execution unit 251 transmits a sub-character setting request to the server 3 via the terminal communication unit 21 (step S205). (step S205).

[0135] When the server communication unit 31 receives the sub-character setting request via the server communication unit 31, the progress control unit 331 creates sub-character setting screen display data (step S206). Next, the progress control unit 331 creates sub-character setting screen display data (step S206). Next, the progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S207). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S208). Based on the received sub-character setting screen display data, the sub-character setting screen 1100 is displayed on the display unit 24 (step S208). (step S208).

[0136] When the browsing execution unit 251 detects that the player presses the "Party Member Change" button 1108 on the sub-character setting screen 1100, it sends a sub-character change request to the server 3 via the terminal communication unit 21 (step S209). When the browsing execution unit 251 detects that the player presses the "Party Member Change" button 1108 on the sub-character setting screen 1100, it sends a sub-character change request to the server 3 via the terminal communication unit 21 (step S209). When the browsing execution unit 251 detects that the player presses the "Party Member Change" button 1108 on the sub-character setting screen 1100, it sends a sub-character change request to the server 3 via the terminal communication unit 21 (step S209).

[0137] When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212). When the server communication unit 31 receives a sub-character change request, the progress control unit 331 creates sub-character change screen display data (step S210). Next, the progress control unit 331 sends the created sub-character change screen display data to the mobile terminal 2 via the server communication unit 31 (step S211). When the browsing execution unit 251 receives the sub-character change screen display data via the terminal communication unit 21, it displays the sub-character change screen 1200 on the display unit 24 based on the received sub-character change screen display data (step S212).

[0138] When the browsing execution unit 251 detects that the player presses the "Select" button 1205 on the sub-character change screen 1200, it sends a sub-character determination request to the server 3 via the terminal communication unit 21 (step S213). When the browsing execution unit 251 detects that the player presses the "Select" button 1205 on the sub-character change screen 1200, it sends a sub-character determination request to the server 3 via the terminal communication unit 21 (step S213). When the browsing execution unit 251 detects that the player presses the "Select" button 1205 on the sub-character change screen 1200, it sends a sub-character determination request to the server 3 via the terminal communication unit 21 (step S213).

[0139] When the server communication unit 31 receives a sub-character determination request, the progress control unit 331 updates the sub-character ID in the party table (step S214). When the server communication unit 31 receives a sub-character determination request, the progress control unit 331 updates the sub-character ID in the party table (step S214).

[0140] The correction unit 332 executes parameter correction processing (step S215). Details of the parameter correction processing will be described later. Next, the progress control unit 331 creates sub-character setting screen display data for displaying the sub-character setting screen (step S216). The correction unit 332 executes parameter correction processing (step S215). Details of the parameter correction processing will be described later. Next, the progress control unit 331 creates sub-character setting screen display data for displaying the sub-character setting screen (step S216). The correction unit 332 executes parameter correction processing (step S215). Details of the parameter correction processing will be described later. Next, the progress control unit 331 creates sub-character setting screen display data for displaying the sub-character setting screen (step S216).

[0141] The progress control unit 331 transmits the created sub-character setting screen display data to the mobile terminal 2 via the server communication unit 31 (step S217). When the browsing execution unit 251 receives the sub-character setting screen display data via the terminal communication unit 21, it displays the sub-character setting screen 1100 on the display unit 24 based on the received sub-character setting screen display data (step S218). As described above, in the game system 1 according to the present embodiment, the server 3 corrects the parameters of the main character based on the parameters of the sub-character, and the main character and the sub-character that make up the party are specified from the party table based on the player ID of the player included in the occupation determination request or the sub-character determination request (step S301). The correction unit 332 corrects each parameter of the specified main character using each parameter of the specified sub-character (step S302). The correction unit 332 stores the parameters of the main character before and after correction, and the differences between the parameters of the main character before and after correction, in the parameter table (step S303), and ends a series of steps. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14.

[0142] When the correction unit 332 is instructed to execute the parameter correction process by the progress control unit 331, it specifies the main character and the sub-character that make up the party from the party table based on the player ID of the player included in the occupation determination request or the sub-character determination request (step S301). The correction unit 332 corrects each parameter of the specified main character using each parameter of the specified sub-character (step S302). The correction unit 332 stores the parameters of the main character before and after correction, and the differences between the parameters of the main character before and after correction, in the parameter table (step S303), and ends a series of steps. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14.

[0143] When the correction unit 332 is instructed to execute the parameter correction process by the progress control unit 331, it specifies the main character and the sub-character that make up the party from the party table based on the player ID of the player included in the occupation determination request or the sub-character determination request (step S301). The correction unit 332 corrects each parameter of the specified main character using each parameter of the specified sub-character (step S302). The correction unit 332 stores the parameters of the main character before and after correction, and the differences between the parameters of the main character before and after correction, in the parameter table (step S303), and ends a series of steps. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14.

[0144] The correction unit 332 corrects each parameter of the specified main character using each parameter of the specified sub-character (step S302). The correction unit 332 stores the parameters of the main character before and after correction, and the differences between the parameters of the main character before and after correction, in the parameter table (step S303), and ends a series of steps. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14. Figure 15 is a diagram showing an example of the operation flow of the parameter correction process by the correction unit 332. The parameter correction process shown in Figure 15 is executed in step S115 of Figure 13 and step S215 of Figure 14.

[0145] As described above, in the game system 1 according to the present embodiment, the server 3 corrects the parameters of the main character based on the parameters of the sub-character, and the main character and the sub-character that make up the party are specified from the party table based on the player ID of the player included in the occupation determination request or the sub-character determination request (step S301). Execute a game that conducts battles using a party in which the parameters of the characters are corrected. As a result, the game system 1 in the present embodiment can improve the interestingness of the battle game. It becomes possible.

[0146] Also, in a conventional role-playing game or card battle game, a sub-character that constitutes a party may become stronger than the main character. In this case, the main character with a lower level becomes a weakness of the party. Furthermore, when the main character that constitutes the party can be changed, in order to strengthen the party, it was necessary to remove the main character that is like the player's alter ego and has an attachment from the party. In the game system 1, it is possible to suppress the occurrence of dissatisfaction among players regarding the main character becoming a weakness within the party. It becomes possible to suppress.

[0147] Note that the game system 1 may execute a battle with an enemy character by configuring a deck with a main character card and sub-character cards by the player. In this case, the arrangement position of each character card in the deck is determined according to the order of the party stored in the party table.

[0148] In this case, furthermore, the application rate may be changed according to the arrangement position of the main character card or sub-character card in the deck. For example, when the main character card is arranged in the front line of the deck, the application rate of each sub-character is set higher than normal. Also, the application rate of the sub-character card arranged in the front line of the deck may be set lower than the application rate of the sub-character card arranged in the rear line of the deck. ​​​​​​​​​​​​The awarding rate of the character card may be set higher than the awarding rate of the sub-character card arranged in the rear guard of the deck. It may also be set higher.

[0149] In addition, the correction unit 332 may execute parameter correction processing only in the case of a RAID battle or a quest of fighting against a boss character. It may execute parameter correction processing.

[0150] In addition, in this embodiment, an example in which parameter correction processing is executed when the player table is updated, that is, before a battle is performed, has been described. However, the parameter correction processing may be executed at any timing as long as it is executed when a battle is performed. For example, the parameter correction processing may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the execution of the battle. Also, when the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. Further, during the execution of the battle, when each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed. parameter correction processing has been described, but the parameter correction processing may be executed at any timing as long as it is executed when a battle is performed. For example, the parameter correction processing may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the execution of the battle. Also, when the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. Further, during the execution of the battle, when each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed. parameter correction processing may be executed immediately before the execution of the battle, based on each element parameter of the sub-characters constituting the party at that time. For example, the parameter correction processing may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the execution of the battle. Also, when the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. Further, during the execution of the battle, when each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed. When the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. For example, the parameter correction processing may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the execution of the battle. Also, when the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. Further, during the execution of the battle, when each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed. When each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed. For example, the parameter correction processing may be executed based on each element parameter of the sub-characters constituting the party at that time immediately before the execution of the battle. Also, when the sub-characters constituting the party are changed by an instruction or the like by the player during the execution of the battle, the parameter correction processing may be executed at that time. Further, during the execution of the battle, when each element parameter of the main character becomes equal to or lower than the lower limit value, or when a specific battle effect is activated, the parameter correction processing may be executed.

[0151] Those skilled in the art should understand that various changes, substitutions, and modifications can be made without departing from the spirit and scope of the present invention. In particular, when the game system 1 of the present invention functions as the server 3 connected to the mobile terminal 2 via the network, the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2, and each of the server 3 and the mobile terminal 2 processes the It should be understood that those skilled in the art can make various changes, substitutions, and modifications without departing from the spirit and scope of the present invention. In particular, when the game system 1 of the present invention functions as the server 3 connected to the mobile terminal 2 via the network, the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2, and each of the server 3 and the mobile terminal 2 processes the server 3 and the mobile terminal 2 may be processed as follows: the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2. server 3 and the mobile terminal 2 may be processed as follows: the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2. server 3 and the mobile terminal 2 may be processed as follows: the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2. server 3 and the mobile terminal 2 may be processed as follows: the progress screen of the game is a web display displayed on the mobile terminal 2 based on the data generated by the server 3, and other menu screens and the like are native displays displayed by the native application installed in the mobile terminal 2. It can also be a hybrid game that takes charge of a part.

Explanation of symbols

[0152] 1 Game system 2 Mobile terminal 3 Server 31 Server communication unit 32 Server storage unit 33 Server processing unit 331 Progression control unit 332 Correction unit 333 Battle execution unit

Claims

1. A computer, a first means for arranging a group of game media including a first game media having a first parameter and a second parameter, and a second game media having the first parameter and the second parameter; a second means for correcting the second parameter of the first game media by adding a predetermined ratio of the second parameter of the second game media to the second parameter of the first game media without depending on the first parameter of the second game media; a third means for performing a battle between the group of game media including the first game media having the first parameter and the corrected second parameter, and the second game media having the first parameter and the second parameter, and an enemy game media, wherein the predetermined ratio is a game control program that can be set by a player.

2. A computer, a first means for arranging a group of game media including a first game media having a first parameter and a second parameter, and a second game media having the first parameter and the second parameter; a second means for correcting the first parameter and the second parameter of the first game media by adding a part of a predetermined ratio of the total value of the first parameter and the second parameter of the second game media to the first parameter of the first game media, and adding the other part of the predetermined ratio of the total value to the second parameter of the first game media; a third means for performing a battle between the group of game media including the first game media having the corrected first parameter and the corrected second parameter, and the second game media having the first parameter and the second parameter, and an enemy game media, wherein the predetermined ratio is a game control program that can be set by a player.

3. When the predetermined ratio is equal to or less than a threshold value, a special effect can be activated in the battle, When the predetermined ratio exceeds the threshold value, the special effect cannot be activated in the battle. The game control program according to claim 1 or 2.

4. When the third means wins the battle, a reward corresponding to the predetermined ratio is given. The game control program according to any one of claims 1 to 3.

5. The higher the predetermined ratio is, the lower the reward is. The game control program according to claim 4.

6. The game control program according to claim 4 or 5, wherein the reward is experience points.

7. The game control program according to claim 2, wherein the second means corrects the first parameter and the second parameter of the first game medium by adding a part of a predetermined ratio of the total value of the first parameter and the second parameter of the second game medium to the first parameter of the first game medium, and adding another part of the predetermined ratio of the total value to the second parameter of the first game medium.

8. The game medium group includes a plurality of the second game media. The game control program according to claim 2, wherein the second means corrects the first parameter and the second parameter of the first game medium by adding a part of a predetermined ratio of the total value of the first parameter and the second parameter of the plurality of second game media to the first parameter of the first game medium, and adding another part of the predetermined ratio of the total value to the second parameter of the first game medium.

9. The game control program according to claim 7 or 8, wherein the second means calculates a part and another part of the total value based on the ratio of the first parameter and the second parameter of the first game medium before correction.

10. The game control program according to claim 7 or 8, wherein the second means calculates a part and another part of the total value based on the ratio of the first parameter and the second parameter of the second game medium.

11. A first means for organizing a game medium group including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; A second means for correcting the second parameter of the first game medium by adding a predetermined ratio of the second parameter of the second game medium to the second parameter of the first game medium without depending on the first parameter of the second game medium; A third means for conducting a battle between the game medium group including the first game medium having the first parameter and the corrected second parameter, and the second game medium having the first parameter and the second parameter, and an enemy game medium; and The game control system, wherein the predetermined ratio can be set by a player.

12. First means for organizing a game medium group including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; Second means for correcting the first parameter and the second parameter of the first game medium by adding a part of a predetermined ratio of the total value of the first parameter and the second parameter of the second game medium to the first parameter of the first game medium and adding the other part of the predetermined ratio of the total value to the second parameter of the first game medium; Third means for performing a battle between the game medium group including the first game medium having the corrected first parameter and the corrected second parameter and the second game medium having the first parameter and the second parameter, and an enemy game medium; The game control system in which the predetermined ratio can be set by a player.

13. The first means organizes a game medium group including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; The second means corrects the second parameter of the first game medium by adding a predetermined ratio of the second parameter of the second game medium to the second parameter of the first game medium without depending on the first parameter of the second game medium; The third means performs a battle between the game medium group including the first game medium having the first parameter and the corrected second parameter and the second game medium having the first parameter and the second parameter, and an enemy game medium; The game control method in which the predetermined ratio can be set by a player.

14. The first means organizes a game medium group including a first game medium having a first parameter and a second parameter, and a second game medium having the first parameter and the second parameter; The second means corrects the first parameter and the second parameter of the first game medium by adding a part of a predetermined ratio of the total value of the first parameter and the second parameter of the second game medium to the first parameter of the first game medium and adding the other part of the predetermined ratio of the total value to the second parameter of the first game medium; The third means performs a battle between the game medium group including the first game medium having the corrected first parameter and the corrected second parameter, and the second game medium having the first parameter and the second parameter, and an enemy game medium. The game control method is such that the predetermined ratio can be set by the player.

Citation Information

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