WO2018024258A1 - 虚拟应用属性的更新方法、装置和存储介质 - Google Patents
虚拟应用属性的更新方法、装置和存储介质 Download PDFInfo
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- WO2018024258A1 WO2018024258A1 PCT/CN2017/096197 CN2017096197W WO2018024258A1 WO 2018024258 A1 WO2018024258 A1 WO 2018024258A1 CN 2017096197 W CN2017096197 W CN 2017096197W WO 2018024258 A1 WO2018024258 A1 WO 2018024258A1
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- virtual application
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- event resource
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
Definitions
- Embodiments of the present invention relate to the field of computers, and in particular, to a method, an apparatus, and a storage medium for updating virtual application attributes.
- the ghost Warrior 3 has the ability to gain anger and become a skill bean.
- the player gains a certain ability bonus when releasing the anger, and at the same time has significant changes in performance, and still cannot perform virtual application attributes according to event resources. Update.
- the embodiment of the invention provides a method, a device and a storage medium for updating a virtual application attribute, so as to at least solve the technical problem that the game attribute cannot be updated according to the event resource in the related art.
- a method for updating a virtual application attribute includes: acquiring, in a process of running the virtual application client, the first event resource generated by the first account of the virtual application client to execute the first event; and acquiring the first event resource before the first event resource.
- the second event resource in the temporary state is converted into the second event resource in the normal state; the second event resource is added to the acquired event resource in the normal state; and the detection of the event resource in the normal state is performed.
- the virtual application attribute of the first account in the virtual application client is updated.
- an apparatus for updating virtual application attributes includes: an obtaining unit, configured to acquire, in a process of running the virtual application client, a first event resource in a temporary state generated by the first account of the virtual application client executing the first event; a conversion unit configured to convert the second event resource in a temporary state acquired before the first event resource into a second event resource in a normal state; the first adding unit is configured to add the second event resource to The acquired event resource in the normal state; the update unit is configured to update the virtual application attribute of the first account in the virtual application client when detecting a predetermined operation performed on the event resource in the normal state .
- a terminal configured to execute program code for performing the steps in the method of updating the virtual application attribute of the embodiment of the present invention.
- a storage medium configured to store program code for performing the steps in the method of updating the virtual application attribute of the embodiment of the present invention.
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event; the temporary event state acquired before the first event resource is obtained.
- the second event resource is converted into a second event resource in a normal state; the second event resource is added to the acquired event resource in a normal state; when a predetermined operation performed on the event resource in a normal state is detected , on the first
- An account is updated in the virtual application attribute of the virtual application client, and the purpose of updating the virtual application attribute is achieved, thereby realizing the technical effect of updating the virtual application attribute according to the event resource, thereby solving the problem that the related technology cannot be based on The technical issue of updating the game properties by event resources.
- FIG. 1 is a schematic diagram of a hardware environment of a method for updating virtual application attributes according to an embodiment of the present invention
- FIG. 2 is a flowchart of a method for updating virtual application attributes according to an embodiment of the present invention
- FIG. 3 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 4 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 5 is a flowchart of a method for updating a virtual application attribute of a first account in a virtual application client according to an embodiment of the present invention
- FIG. 6 is a flowchart of a method for acquiring a first event resource in a temporary state generated by a first account executed by a first account of a virtual application client according to an embodiment of the present invention
- FIG. 7 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 8 is a flowchart of a method for calculating an event resource according to an embodiment of the present invention.
- FIG. 9 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 10 is a schematic diagram of another update of virtual application attributes according to an embodiment of the present invention.
- FIG. 11 is a schematic diagram of an apparatus for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 12 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 13 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 14 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- 15 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- FIG. 16 is a structural block diagram of a terminal according to an embodiment of the present invention.
- an embodiment of a method for updating a virtual application attribute is provided.
- FIG. 1 is a schematic diagram of a hardware environment of a method for updating virtual application attributes according to an embodiment of the present invention.
- the server 102 is connected to the terminal 104 through a network, including but not limited to a wide area network, a metropolitan area network, or a local area network.
- the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
- the method for updating the virtual application attribute of the embodiment of the present invention may be performed by the server 102, may be performed by the terminal 104, or may be performed by the server 102 and the terminal 104 in common.
- the method for updating the virtual application attribute of the terminal 104 in the embodiment of the present invention may also be performed by a client installed thereon.
- FIG. 2 is a flow chart of a method for updating virtual application attributes according to an embodiment of the present invention. As shown in FIG. 2, the method for updating the virtual application attribute may include the following steps:
- step S202 during the running of the virtual application client, the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event.
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event.
- the first account corresponds to the virtual application role in the virtual application, and the player of the virtual application controls the virtual application role execution event by operating the client, that is, the execution activity of the virtual application role .
- the virtual application is a game
- the first account corresponds to a game character in the game
- the game player controls the game character to execute an event by operating the game client, that is, the execution activity of the game character.
- the first account generates a first event resource in a temporary state when the first event is executed, and the first event resource may be a reward value for the virtual application player after the first event is executed by the virtual application player, for example, performing different The corresponding empirical value generated when an attack action strikes an opponent's event.
- Step S204 Convert the second event resource in the temporary state acquired before the first event resource into the second event resource in the normal state.
- the second event resource in the temporary state acquired before the first event resource is converted into the second event resource in the normal state.
- the second event resource Before acquiring the first event resource, acquiring the first event account of the virtual application client to execute the second event resource generated by the second event, and acquiring the first event resource after acquiring the second event resource, which is equivalent to continuously acquiring the event Resources. After acquiring the first account of the virtual application client to execute the first event resource generated by the first event, the second event resource is converted into the second event resource in a normal state.
- Step S206 adding the second event resource to the acquired event resource in a normal state.
- the second event resource is added to the acquired event resource in a normal state.
- the event resource that has been acquired in the normal state is stored in the preset storage location, and after the second event resource is converted into the second event resource in the normal state, the second event resource is added to the acquired normal state.
- the event resource the event resources that have been converted from the temporary state to the normal state are continuously accumulated.
- the event resource in the preset storage location continues to be lost, in the process of event resource loss. If the first account of the virtual application client is obtained to execute the first event resource in the temporary state generated by the first event, the loss of the event resource is stopped.
- acquiring the third event resource in the temporary state generated by the third account of the virtual application client, and converting the first event resource in the temporary state into the first event resource in the normal state which may be continuous
- the virtual application role corresponding to the first account is rewarded, so that the event resource acquired next time is better than the performance of the previously acquired event resource.
- Step S208 Update the virtual application attribute of the first account in the virtual application client when detecting a predetermined operation performed on the event resource in the normal state.
- step S208 of the present invention when the predetermined operation performed on the event resource in the normal state is detected, the virtual account of the first account is virtualized in the virtual application client. Apply properties to update.
- the first account has virtual application attributes in the virtual application client, for example, the combat power of the virtual application role, and the virtual operation of the first account in the virtual application client when detecting a predetermined operation performed on the event resource in a normal state.
- the application attribute is updated, for example, to improve the moving speed and attack power of the virtual application character corresponding to the first account, reduce the skill cooling time, and quickly restore the attributes such as the health value and the mana value.
- the first account of the virtual application client is executed to execute the first event resource in the temporary state generated by the first event; the first event resource is obtained before the first event resource.
- the second event resource in the temporary state is converted into the second event resource in the normal state; the second event resource is added to the acquired event resource in the normal state; and the event resource in the normal state is detected
- the virtual application attribute of the first account in the virtual application client is updated, which can solve the technical problem that the game attribute cannot be updated according to the event resource in the related technology, thereby achieving the virtual application attribute according to the event resource.
- the technical effect of the update is provided, which can solve the technical problem that the game attribute cannot be updated according to the event resource in the related technology, thereby achieving the virtual application attribute according to the event resource. The technical effect of the update.
- the first event is generated according to whether the first account is acquired in the first predetermined time period.
- the third event resource in the temporary state deletes the first event resource in the temporary state.
- FIG. 3 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention. As shown in FIG. 3, the method for updating the virtual application attribute further includes the following steps:
- Step S301 Determine whether the third event resource in the temporary state generated by the first account execution first event is obtained in the first predetermined time period.
- step S301 of the present invention after the second event resource is added to the acquired event resource in the normal state, it is determined whether the first account is acquired in the first predetermined time period to execute the first The third event resource in the temporary state generated by the event.
- the first account execution first event generates a third event resource in a temporary state, and determines whether the third event resource is acquired within the first predetermined time period.
- Step S302 deleting the first event resource in the temporary state, and reducing the event resource in the normal state at the first predetermined speed.
- step S302 of the present invention if it is determined that the third event resource is not acquired within the first predetermined time period, the first event resource in the temporary state is deleted, and the event resource in the normal state is The first predetermined speed is reduced.
- the temporary resource After determining whether the third event resource in the temporary state generated by the first event is generated in the first predetermined time period, if it is determined that the third event resource is not acquired within the first predetermined time period, That is, after the first account that acquires the virtual application client executes the first event resource in the temporary state generated by the first event, and continues to acquire the event resource in the temporary state generated by the first event, the temporary resource is deleted.
- the first event resource that is, the first event resource disappears, is no longer available, and reduces the event resource in the normal state at the first predetermined speed, thereby gradually reducing the event resource stored in the preset storage location.
- the second event resource is added to the acquired event resource in the normal state, it is determined whether the first account generated in the first predetermined time period is executed in the first predetermined time period. a third event resource; if it is determined that the third event resource is not acquired within the first predetermined time period, deleting the first event resource in the temporary state, and reducing the event resource in the normal state at the first predetermined speed, thereby realizing The purpose of controlling event resources.
- the first event after determining whether the third account resource in the temporary state generated by the first account is generated in the first predetermined time period, if it is determined that the first predetermined time period is within the first predetermined time period Get the third event resource, then the first event will be in the temporary state The resource is converted to the first event resource in a normal state.
- FIG. 4 is a flow chart of another method for updating virtual application attributes according to an embodiment of the present invention. As shown in FIG. 4, the method for updating the virtual application attribute further includes the following steps:
- Step S401 If it is determined that the third event resource is acquired within the first predetermined time period, the first event resource in the temporary state is converted into the first event resource in the normal state.
- step S401 of the present invention after determining whether the third account resource in the temporary state generated by the first account is obtained in the first predetermined time period, if it is determined that the first event is in the first predetermined When the third event resource is obtained in the time period, the first event resource in the temporary state is converted into the first event resource in the normal state.
- the third event resource in the temporary state generated by the first account After determining whether the third event resource in the temporary state generated by the first account is generated in the first predetermined time period, if it is determined that the third event resource is not acquired within the first predetermined time period, Deleting the first event resource in the temporary state, and reducing the event resource in the normal state at the first predetermined speed, and in the process of decreasing the event resource in the normal state at the first predetermined speed, if it is determined to be at the first predetermined time
- the first event resource in the temporary state is converted into the first event resource in the normal state.
- Step S402 adding the first event resource to the acquired event resource in a normal state.
- the first event resource is added to the acquired event resource in a normal state.
- the first event resource in the temporary state is converted into the first event resource in the normal state
- the first event resource is added to the acquired event resource in the normal state, thereby implementing the event stored in the preset storage location. The accumulation of resources.
- the third event resource in the temporary state generated by executing the first event is obtained in the first predetermined time period, if it is determined that the third event is acquired in the first predetermined time period Resource, converts the first event resource in a temporary state to The first event resource in a normal state; the first event resource is added to the acquired event resource in a normal state, thereby realizing the accumulation of the event resource.
- step S208 updating the virtual application attribute of the first account in the virtual application client includes: virtualizing the first account in the virtual application client by using the resource interval in which the event resource is located Apply properties to update.
- FIG. 5 is a flowchart of a method for updating a virtual application attribute of a first account in a virtual application client according to an embodiment of the present invention. As shown in FIG. 5, the flowchart of the method for updating the virtual application attribute of the first account in the virtual application client includes the following steps:
- Step S501 Acquire a resource interval in which the event resource is located.
- the resource interval in which the event resource is located is acquired.
- the resource interval corresponds to the size of the event resource.
- the size of the event resource is measured by the number of points, and the event resource having a size of 0 to 999 is stored in the first resource interval, and 0:00 999 points correspond to the first resource interval, and event resources with a size of 1000 points to 1999 points are stored in the second resource interval, and 1000 points to 1999 points correspond to the second resource interval.
- Step S502 Perform an update corresponding to the resource interval on the virtual application attribute of the first account in the virtual application client.
- the virtual application attribute of the first account in the virtual application client is updated corresponding to the resource interval.
- the update effect of the virtual application attribute corresponding to the different interval is different. After the resource interval in which the event resource is located, the virtual application attribute of the first account in the virtual application client is updated corresponding to the resource interval.
- the resource interval in which the event resource is located is obtained, and the virtual application attribute of the first account in the virtual application client is updated corresponding to the resource interval, so that the first account is The virtual application attribute in the virtual application client is updated, thereby achieving the technical effect of updating the virtual application attribute of the first account in the virtual application client according to the event resource.
- performing the update corresponding to the resource interval on the virtual application attribute of the first account in the virtual application client includes: if the resource interval is larger, the more the virtual application attribute is increased or decreased.
- the updating of the virtual application attribute of the first account in the virtual application client corresponding to the resource interval includes: if the resource interval is larger, the more the virtual application attribute is increased or decreased.
- the update effect of the virtual application attribute corresponding to different intervals is different. If the resource interval is larger, the update effect on the virtual application attribute is more obvious, and the more the virtual application attribute is added, or the more the number is added, the more The user is clearly aware of it.
- updating the virtual application attribute of the first account in the virtual application client includes at least one of: increasing a moving speed of the first account in the virtual application client; The attack power of the account in the virtual application client is increased; the life value of the first account in the virtual application client is increased; the mana value of the first account in the virtual application client is increased; The skill cooldown in the virtual application client is reduced.
- the virtual application attribute of the first account in the virtual application client is updated, and the moving speed of the first account in the virtual application client may be increased, so that the virtual application role corresponding to the first account is evading the opponent or avoiding an accident. It is more flexible; the attack power of the first account in the virtual application client is increased, so that the virtual application role corresponding to the first account is more aggressive to the opponent; the life value of the first account in the virtual application client The increase is performed so that the virtual application role corresponding to the first account has a longer activity time in the client; the mana value of the first account in the virtual application client is increased, so that the virtual application role corresponding to the first account is more capable.
- Powerful reduce the skill cooling time of the first account in the virtual application client, so that the interval between the initiation of an action and the second action of the virtual application role corresponding to the first account is reduced, and the first time is increased.
- the virtual application attribute of the account in the virtual application client is increased.
- step S202 acquiring, by the first account of the virtual application client, the first event resource generated by the first event to generate the first event includes: performing the first attribute of the event operation performed in the first event, and The second attribute of the operation object of the event operation acquires the first event resource.
- FIG. 6 is a flowchart of a method for acquiring a first event resource in a temporary state generated by a first account executed by a first account of a virtual application client according to an embodiment of the present invention.
- the method for acquiring the first event resource in the temporary state generated by the first account of the virtual application client by using the first event includes the following steps:
- Step S601 Acquire a first attribute of an event operation performed in the first event and a second attribute of the operation object of the event operation.
- step S601 of the present invention the first attribute of the event operation executed in the first event and the second attribute of the operation object of the event operation are acquired.
- the event operation is performed in the first event, that is, the first account releases the skill in the virtual application client.
- the event that the first account performs the attacking opponent is the first event
- the different attack skill is the event operation
- the strength of the different attack skill can be used as the first attribute
- the opponent who performs the event operation is the operation object
- the opponent also has the skill to be attacked, and the opponent may have the skill that should be attacked as the second attribute, and the first attribute and the second attribute are acquired.
- Step S602 acquiring a first event resource corresponding to the first attribute and the second attribute.
- the first event resource corresponding to the first attribute and the second attribute is acquired.
- the first event resource in the temporary state is related to the first attribute and the second attribute, and after acquiring the first attribute and the second attribute, acquiring the first event resource corresponding to the first attribute and the second attribute.
- the embodiment obtains the first attribute of the event operation executed in the first event and the second attribute of the operation object of the event operation; acquires the first event resource corresponding to the first attribute and the second attribute, thereby obtaining the virtual application.
- the first account of the client executes the first event The purpose of the first event resource in the temporary state.
- acquiring the first event resource corresponding to the first attribute and the second attribute includes: acquiring the first event resource corresponding to the first attribute and the second attribute by using a predetermined probability.
- first attributes and second attributes When acquiring the first event resource corresponding to the first attribute and the second attribute, different first attributes and second attributes have different probabilities of acquiring the first event resource, and optionally, do not affect the virtual application player's attack as much as possible. Loops can be exploited to accumulate event resources.
- the preset operation is performed on the event resource in the normal state by prompting the identifier.
- the virtual application client has a running interface for displaying the effect of the virtual application.
- the prompt identifier is displayed on the running interface of the virtual application client, and optionally, the acquired event resource reaches a certain amount in the normal state.
- the prompt icon is displayed on the running interface, the prompt operation may be performed on the prompt identifier. For example, a touch operation such as clicking, double-clicking, or sliding may generate an effect that the virtual application does not generate under normal operation, for example, A gorgeous and shocking picture with strong feedback to stimulate the player's emotional changes and enhance the user experience.
- first event resource, the second event resource, and the third event resource are part of the event resource generated by the virtual application client during the running process, and the event resource of the embodiment of the present invention is not limited to the foregoing.
- the other event resources generated by the virtual application client during the running process are processed in a manner similar to the processing of the first event resource, the second event resource, and the third event resource, so as to achieve the purpose of updating the virtual application attribute, and details are not described herein again.
- the first account of the virtual application client is executed to execute the first event resource in the temporary state generated by the first event; Acquiring the second event resource in the temporary state to be converted into the second event resource in the normal state; adding the second event resource to the acquired event resource in the normal state; detecting the event in the normal state
- the virtual application attribute of the first account in the virtual application client is updated.
- the above method can be applied to a Role-Playing Game (RPG).
- RPG Role-Playing Game
- the core of a role-playing game is playing, a type of game in which the player is responsible for playing the role in a real or fictional world, and under a structured rule, through some action, the role played by the action
- the success and failure of the player in this process depends on a rule or action.
- the technical solution of the present invention is applied to the blasting system, and the main purpose of the blasting system is to adjust the player's fighting mood through the update of the game attribute, so that the player generates mood fluctuations in the battle, and strives to make the player's mood fluctuations Reduces the dullness of the battle, increasing the combat comfort of the player in the early stages of the game (tens to hundreds of hours), making it easier to spend time.
- the soul value is the event resource, and the soul is the process of acquiring the soul value.
- the event resource generated in the temporary state generated by the first account execution event of the game client is formulated as a soul absorbing rule, and the accumulation process of the event resource is embodied by the soul slot setting, and the game attribute of the first account is updated in the game client. Soul to set.
- the first attribute of the event operation executed in the first event and the operation pair of the event operation a second attribute of the image; acquiring a first event resource corresponding to the first attribute and the second attribute with a predetermined probability, that is, when the character releases the damage skill, for example, releasing a damage skill such as chopping or knocking, different skill
- the probability of sucking the soul is different, that is, the soul is triggered probabilistically.
- the principle follows that “the attack cycle of the player is not affected as much as possible, but it can be used by the player to continue the continuous sucking of the soul”.
- the damage skill refers only to the skill that the player directly releases and causes, directly Release refers to the skill behavior achieved from the player's senses by "touching the screen once”.
- Each skill will identify whether it is a damage skill, and also identify the probability of the soul of the skill, thus creating an atmosphere of accumulated feelings when different skills are released.
- the target of the probability of attracting souls, different targets and target groups will have different numbers and target choices; the soul is affected by the difference between the player and the target level, and the actual soul probability and soul value can be dynamically adjusted.
- the demand monster has an additional chance of exploding; let the players in the novice village have the ultimate release refreshment when they contact the detonating system, reducing the soul when Repressed feelings.
- FIG. 7 is a flowchart of another method for updating game attributes according to an embodiment of the present invention. As shown in FIG. 7, the update method of the game attribute includes the following steps:
- step S701 the player's attack behavior is detected.
- the player's attack behavior is detected, that is, during the running of the game client, the event executed by the first account of the game client is detected.
- step S702 the soul is randomly generated.
- step S701 is performed, and if the soul is randomly generated, step S703 is performed.
- step S703 the time detection is less than 18 seconds.
- step S704 Determining whether the third event resource in the temporary state generated by the first account execution first event is obtained in the first predetermined time period.
- the first predetermined time period is 18 seconds. If the time detection is greater than or equal to the first predetermined time period of 18 seconds, step S704 is performed, and if the time detection is less than 18 seconds, step S705 is performed.
- step S704 the temporary soul is cleared.
- the temporary soul is cleared, and the deletion is in a temporary state.
- the first event resource, the temporary soul is emptied, and the event resource in the normal state is reduced at the first predetermined speed.
- step S705 it is detected whether there is a temporary soul currently.
- step S706 If it is determined that the third event resource is acquired within the first predetermined time period, that is, if the time detection is less than 18 seconds, it is detected whether there is a temporary soul currently. If it is detected that there is no temporary soul, step S706 is performed, and if it is detected that there is a temporary soul, step S707 is performed.
- step S707 the temporary soul 2 ⁇ (n-1) is obtained.
- step S708 the original temporary soul becomes a formal soul.
- the first event resource in the temporary state is converted into the first event resource in the normal state, and the first event resource is added to the acquired event resource in the normal state.
- the original temporary soul becomes the official soul, and step S701 is performed.
- This embodiment introduces the concept of continuous absorbing souls, and hopes to create a "pleasure-frustration" mood when absorbing souls, and create a "tension-relaxation” mood with the big cycle of sucking souls. Therefore, a concept of continuous wicking is designed here to create this.
- Kind of emotions Every time the player gets the soul value, it is the temporary soul value.
- the temporary soul will be transformed into the current soul after triggering the continuous sucking soul.
- the temporary soul will explode when it fails to trigger the continuous sucking soul.
- the current soul will continue to lose when it fails to continuously suck the soul. If you can suck in the process of losing If the soul succeeds, it will stop losing, and the soul slot will add a new temporary soul.
- FIG. 8 is a flowchart of a method for calculating an event resource according to an embodiment of the present invention. As shown in FIG. 8, the method for calculating the event resource includes the following steps:
- step S801 the player releases the skill.
- step S802 it is determined whether the skill released by the player is an offensive skill.
- step S809 is performed, and if it is determined that the skill released by the player is an offensive skill, step S803 is performed.
- step S803 it is determined whether the object attacked by the player is a single object.
- step S804 It is determined that the object attacked by the player is a single unit, and step S804 is performed. If it is determined that the object attacked by the player is not a single unit, step S805 is performed.
- Step S804 the current target.
- the unit is the current target.
- Step S805 a random target.
- the random target is determined from the group.
- Step S806 the target is confirmed.
- step S807 the probability of sucking the soul is calculated.
- step S808 it is determined whether the soul can be sucked.
- the soul absorbing probability calculation determines whether the soul can be sucked. If it is determined that the soul cannot be sucked, step S809 is performed, and if it is determined that the soul can be sucked, step S810 is performed.
- step S809 the probability of sucking the soul is calculated.
- step S810 it is determined whether the soul is continuously sucked.
- step S811 is performed, and if it is determined that the continuous breathing is not performed, step S812 is performed.
- step S811 the number of sucking souls is +1.
- the number of souls is +1.
- step S812 the soul value is cleared.
- Step S813 the soul value is calculated.
- the soul value is calculated after the number of sucking souls is +1 or the soul value is cleared.
- Res_spell.bin is a binary file that stores the ID of the file index, the skill type, the probability of the soul of the skill, and the modifier value of the monster.
- the skill type can be expressed in the form of Res_spell.bin by a monster table for storing skill sucking probability and blaming the soul remediation value.
- FIG. 9 is a flowchart of another method for updating virtual application attributes according to an embodiment of the present invention. As shown in FIG. 9, the method for updating the virtual application attribute includes the following steps:
- step S901 a temporary soul is obtained.
- step S902 the temporary soul adds the current soul.
- step S903 it is determined whether the upper limit is exceeded.
- step S904 is performed, and if it is determined that the upper limit is not exceeded, step S905 is performed.
- step S904 all are current souls.
- step S905 the temporary soul is recorded.
- the soul trough in the detonator system of the mobile phone RPG game is used to accumulate the soul of the soul obtained by sucking the soul, such as the temporary soul and the current soul, which is a brand new one.
- the total soul value is 4180
- the probability of breathing is 1/15 ⁇ 6.67%.
- the odds of 3 rounds the kill time of 9 rounds, and the average probability of the 12 rounds.
- the player is expected to succeed in the second round in 15 rounds, which is 18 seconds.
- the value of the continuous sucking soul the next thousand points are rounded up, and the upper limit of the soul tank is expected to be 4000.
- the temporary soul and the current soul are recorded in the soul tank. Record the temporary soul and the current soul demand separately. When the sum of the new temporary soul and the existing current soul is greater than or equal to the upper limit of the soul slot, all the souls in the soul tank are transformed into the current soul, and enter the full soul state.
- the performance of the temporary soul and the current soul is different: the setting of the soul of the soul is not to accumulate extra.
- the selection of the character should be as soon as possible in the case of full soul or anticipation of continuous inhalation of the soul. Therefore, the soul system has a loss state. According to the speed of the character's accumulation of the soul, it is determined that the soul cannot be continuously sucked in 15 rounds. That is, if the soul is not continuously sucked in 18 seconds, it will enter the loss state (that is, after the temporary soul bursts, it fails to continuously suck the soul, that is, enters the loss state).
- the Souls are set as follows:
- the Soul is a special combat state in which the character is rewarded to the character after accumulating a certain soul. In this state, the character's combat ability will be greatly improved to create enough refreshment.
- the character needs to click on the blasting skill on the UI panel to enter the blast state. When the character accumulates more than 1000 in its own soul trough, it can explode (that is, the total soul tank of 1/4, which is full of a slot). When the current soul value of the character is not enough to explode or cannot be erupted due to the limitation of a specific scene, the icon of the blasting skill is displayed in gray. When the character enters the full soul state, the blasting skill icon is specially displayed.
- the character When the character enters the full state of the soul and does not use the blasting skill for 36 seconds, it enters the loss state, and the character no longer sucks the soul during the blast.
- the soul value when the character's remaining soul value is cleared, exits the blast state.
- the character moves faster by 100% (this speed is not superimposed with riding, not superimposed with other acceleration skills), the CD time of all skills is converted to the Soul CD, and the public CD is converted to the Soul CD public CD (when a skill is In the CD, the remaining CD time is calculated based on the comparison of the before and after CDs.
- the Blast Soul system in the game technically sets a soul energy slot for each player, and this energy slot is divided into 4 stages.
- the energy slot of the first phase When the energy slot of the first phase is full, it can be released, and the effect of each phase release is different.
- the energy tank After the energy tank has not grown for a period of time, it will automatically decay until it is emptied. If a skill release during the decay process causes the soul to grow, it stops the decay and resets the countdown of the next decay.
- the soul value is the effect after the skill release is successful, the effect of changing the soul value is triggered by the skill message. That is, the skill release is successful, the server sends a soul value growth message, and the energy slot is a play change animation.
- the server uses the state machine to implement the blasting logic. There are six states:
- NORMAL If the soul value is 0, if you receive the Soul Soul message, you will immediately enter the Soul state and increase the Soul value.
- Blast (BURST): After entering this state, the stage will be determined according to the soul value at the time of entry, and the corresponding Buff will be added. These Buffs will achieve various gain effects required by the plan. At the same time, a timeout timer will be added. The timeout period is calculated from the current soul value and the soul value loss rate. When the time is up, the soul value is cleared to 0, and the Buff is cleared and enters the normal state.
- the state machine uses a message-driven working mode and sets callbacks for entry and exit for each state.
- the external system sends these 10 kinds of messages to the blasting state machine, and the blast state machine invokes the corresponding message processing function according to the current state and makes feedback, thereby achieving the purpose of updating the game attributes, thereby realizing the game attributes according to the event resources.
- the technical effect of the update is solved, thereby solving the technical problem that the game attribute cannot be updated according to the event resource in the related art.
- the application environment of the embodiment of the present invention may be, but is not limited to, the reference to the application environment in the foregoing embodiment, which is not described in this embodiment.
- An embodiment of the present invention provides an optional specific application for implementing the foregoing update method of a virtual application attribute.
- FIG. 10 is a schematic diagram of another update of virtual application attributes in accordance with an embodiment of the present invention.
- Figure 10 in order to further enhance the coolness of mobile RPG game battle, a set of mobile RPG-based system is proposed. Provide each player with a soul slot to accumulate players The number of times the skill is used. When the player's soul trough accumulates in the pool, the Soul Slot will switch to a button, and the button will flash violently, as shown in the lower right corner of Figure 10, to indicate that the player is currently available. When the player actively triggers the Soul, it will trigger the ultimate blast effect of the game.
- the Ultimate Blast System will provide players with a significant increase in movement speed and attack power, a significant reduction in skill cooldown, a quick recovery of health and mana, and an extremely stunning full-screen dynamic lighting effect in a short period of time. Really help the player, in the battle every once in a while, you can get a very refreshing battle experience release, through this rhythmic QTE explosion experience, will greatly ease the dullness of mobile RPG players frequently fighting, reach
- the purpose of updating the game attributes is to realize the technical effect of updating the game attributes according to the event resources, thereby solving the technical problem that the game attributes cannot be updated according to the event resources in the related art.
- the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
- the technical solution of the present invention which is essential or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk,
- the optical disc includes a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present invention.
- FIG. 11 is a schematic diagram of an apparatus for updating virtual application attributes according to an embodiment of the present invention.
- the updating device of the virtual application attribute may include: an obtaining unit 10, a first converting unit 20, a first adding unit 30, and an update list. Yuan 40.
- the obtaining unit 10 is configured to acquire, in a process of running the virtual application client, a first event resource in a temporary state generated by the first account of the virtual application client to execute the first event.
- the first conversion unit 20 is configured to convert the second event resource in the temporary state acquired before the first event resource into the second event resource in the normal state.
- the first adding unit 30 is configured to add the second event resource to the acquired event resource in a normal state.
- the updating unit 40 is configured to update the virtual application attribute of the first account in the virtual application client when a predetermined operation performed on the event resource in the normal state is detected.
- the foregoing obtaining unit 10, the first converting unit 20, the first adding unit 30 and the updating unit 40 may be operated in the terminal as part of the device, and may be implemented by the processor in the terminal.
- the terminal can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, an applause computer, and a mobile Internet device (MID), a PAD, and the like.
- the obtaining unit 10 in this embodiment may be configured to perform step S202 in Embodiment 1 of the present invention
- the first converting unit 20 in this embodiment may be configured to perform the method in Embodiment 1 of the present invention.
- Step S204, the first adding unit 30 in this embodiment may be configured to perform step S206 in Embodiment 1 of the present invention, and the updating unit 40 in this embodiment may be configured to perform step S208 in Embodiment 1 of the present invention. .
- FIG. 12 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- the updating device of the virtual application attribute may include: an obtaining unit 10, a first converting unit 20, a first adding unit 30, and an updating unit 40.
- the updating device of the virtual application attribute further includes: a determining unit 50 and a processing unit 60.
- the obtaining unit 10, the first converting unit 20, the first adding unit 30, and the updating unit 40 in this embodiment have the same functions as the updating device of the virtual application attribute of the embodiment shown in FIG. 11, where No longer.
- the determining unit 50 is configured to determine, after the second event resource is added to the acquired event resource in the normal state, whether the first account is acquired in the first predetermined time period, and the first event is generated.
- the third event resource of the state is configured to determine, after the second event resource is added to the acquired event resource in the normal state, whether the first account is acquired in the first predetermined time period, and the first event is generated. The third event resource of the state.
- the processing unit 60 is configured to delete the first event resource in the temporary state and reduce the event resource in the normal state at the first predetermined speed when it is determined that the third event resource is not acquired within the first predetermined time period .
- the foregoing determining unit 50 and the processing unit 60 may be operated in the terminal as part of the device, and the function implemented by the above module may be performed by a processor in the terminal, and the terminal may also be a smart phone (such as an Android mobile phone). , iOS phones, etc.), tablet computers, applause computers, and mobile Internet devices (MID), PAD and other terminal devices.
- a smart phone such as an Android mobile phone. , iOS phones, etc.
- tablet computers tablet computers, applause computers, and mobile Internet devices (MID), PAD and other terminal devices.
- MID mobile Internet devices
- FIG. 13 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- the updating device of the virtual application attribute may include: an obtaining unit 10, a first converting unit 20, a first adding unit 30, an updating unit 40, a determining unit 50, and a processing unit 60.
- the updating device of the virtual application attribute may further include: a second converting unit 70 and a second adding unit 80.
- the acquiring unit 10, the first converting unit 20, the first adding unit 30, the updating unit 40, the determining unit 50, and the processing unit 60 of the embodiment are updated with the virtual application attribute of the embodiment shown in FIG. The role is the same and will not be described here.
- the second converting unit 70 is configured to: after determining whether the third account resource in the temporary state generated by the first account is generated in the first predetermined time period, if it is determined that the first predetermined time period is within the first predetermined time period When the third event resource is obtained, the first event resource in the temporary state is converted into the first event resource in the normal state.
- the second adding unit 80 is configured to add the first event resource to the acquired event resource in a normal state.
- the second conversion unit 70 and the second addition unit 80 can be used as described above.
- the function implemented by the above module can be performed by a processor in the terminal, and the terminal can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, an applause computer, and a mobile internet device ( Mobile Internet Devices, MID), PAD and other terminal devices.
- FIG. 14 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- the updating device of the virtual application attribute may include: an obtaining unit 10, a first converting unit 20, a first adding unit 30, and an updating unit 40.
- the update unit 40 includes: a first acquisition module 41 and an update module 42.
- the obtaining unit 10, the first converting unit 20, the first adding unit 30, and the updating unit 40 of this embodiment have the same functions as the updating device of the virtual application attribute of the embodiment shown in FIG. Let me repeat.
- the first obtaining module 41 is configured to acquire a resource interval in which the event resource is located.
- the update module 42 is configured to perform an update corresponding to the resource interval for the virtual application attribute of the first account in the virtual application client.
- the foregoing first obtaining module 41 and the updating module 42 may be run in the terminal as a part of the device, and the function implemented by the foregoing module may be performed by a processor in the terminal, and the terminal may also be a smart phone (eg, Terminal devices such as Android phones, iOS phones, etc., tablets, applause computers, and mobile Internet devices (MID), PAD, etc.
- Terminal devices such as Android phones, iOS phones, etc., tablets, applause computers, and mobile Internet devices (MID), PAD, etc.
- the update module 42 is arranged to increase or decrease the virtual application attributes as the resource interval is larger.
- the updating unit 40 is configured to perform at least one of: increasing a moving speed of the first account in the virtual application client; and increasing an attack power of the first account in the virtual application client; The health value of the first account in the virtual application client is increased; the mana value of the first account in the virtual application client is increased; and the skill cooling time of the first account in the virtual application client is decreased.
- FIG. 15 is a schematic diagram of another apparatus for updating virtual application attributes according to an embodiment of the present invention.
- the update device of the virtual application attribute includes at least an acquisition unit 10, a first conversion unit 20, a first addition unit 30, and an update unit 40, wherein the acquisition unit 10 includes: a second acquisition module 11 and a Three acquisition modules 12.
- the obtaining unit 10, the first converting unit 20, the first adding unit 30, and the updating unit 40 of this embodiment have the same functions as the updating device of the virtual application attribute of the embodiment shown in FIG. Let me repeat.
- the second obtaining module 11 is configured to acquire a first attribute of the event operation performed in the first event and a second attribute of the operation object of the event operation.
- the third obtaining module 12 is configured to acquire a first event resource corresponding to the first attribute and the second attribute.
- the foregoing second obtaining module 11 and the third obtaining module 12 may be run in the terminal as part of the device, and the function implemented by the foregoing module may be performed by a processor in the terminal, and the terminal may also be a smart phone. (such as Android phones, iOS phones, etc.), tablets, applause computers and mobile Internet devices (Mobile Internet Devices, MID), PAD and other terminal devices.
- the third obtaining module 12 is configured to acquire the first event resource corresponding to the first attribute and the second attribute with a predetermined probability.
- the updating device of the virtual application attribute further includes a display unit configured to display a prompt on the running interface of the virtual application client after adding the second event resource to the acquired event resource in a normal state.
- the identifier wherein the prompt identifier is used to prompt to perform a predetermined operation on the event resource in a normal state.
- the first event resource generated by the first account of the virtual application client is in a temporary state, and the first event is generated by the first conversion unit 20.
- the unit 30 adds the second event resource to the acquired event resource in the normal state, and when the update unit 40 detects the predetermined operation performed on the event resource in the normal state, the first account is in the virtual application client.
- the virtual application attribute is updated to achieve the purpose of updating the virtual application attribute, thereby realizing the technical effect of updating the virtual application attribute according to the event resource, thereby solving the problem that the game attribute cannot be updated according to the event resource in the related art.
- the above modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the above embodiment 1. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
- the various functional modules provided by the embodiments of the present application may be run in a mobile terminal, a computer terminal, or the like, or may be stored as part of a storage medium.
- embodiments of the present invention may provide a terminal, which may be any one of computer terminal groups.
- the foregoing terminal may also be replaced with a terminal device such as a mobile terminal.
- the foregoing terminal may be located in at least one of the plurality of network devices of the computer network.
- a terminal for implementing the foregoing update method of a virtual application attribute is further provided, wherein the terminal may be a computer terminal, and the computer terminal may be any one of the computer terminal groups.
- the foregoing computer terminal may also be replaced with a terminal device such as a mobile terminal.
- the foregoing computer terminal may be located in multiple networks of a computer network. At least one network device in the network device.
- FIG. 16 is a structural block diagram of a terminal according to an embodiment of the present invention.
- the terminal may include one or more (only one shown in the figure) processor 161, memory 163, and transmission device 165.
- the terminal may further include an input and output device 167. .
- the memory 163 can be used to store software programs and modules, such as the method for updating virtual application attributes and the program instructions/modules corresponding to the device in the embodiment of the present invention.
- the processor 161 runs the software programs and modules stored in the memory 163. Thereby, various functional applications and data processing are performed, that is, the above-described updating method of the virtual application attributes is implemented.
- Memory 163 may include high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
- memory 163 can further include memory remotely located relative to processor 161, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
- the transmission device 165 described above is for receiving or transmitting data via a network, and can also be used for data transmission between the processor and the memory. Specific examples of the above network may include a wired network and a wireless network.
- the transmission device 165 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
- the transmission device 165 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
- NIC Network Interface Controller
- RF Radio Frequency
- the memory 163 is used to store an application.
- the program code that the processor 161 can call the application stored in the memory 163 by the transmission device 165 to execute the method steps of the various optional or preferred embodiments of the foregoing method embodiments includes:
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event during the running of the virtual application client;
- the virtual application attribute of the first account in the virtual application client is updated when a predetermined operation performed on the event resource in the normal state is detected.
- the processor 161 is further configured to: after adding the second event resource to the acquired event resource in the normal state, determining whether the first account is acquired in the first predetermined time period to execute the first event generation The third event resource in a temporary state; if it is determined that the third event resource is not acquired within the first predetermined time period, deleting the first event resource in the temporary state, and causing the event resource in the normal state to be the first The scheduled speed is reduced.
- the processor 161 is further configured to perform the following steps: after determining whether the third account resource in the temporary state generated by the first account is generated in the first predetermined time period, if it is determined to be in the first predetermined time period After the third event resource is obtained, the first event resource in the temporary state is converted into the first event resource in the normal state; and the first event resource is added to the acquired event resource in the normal state.
- the processor 161 is further configured to perform the following steps: updating the virtual application attribute of the first account in the virtual application client includes: acquiring a resource interval in which the event resource is located; and virtual application of the first account in the virtual application client The attribute performs an update corresponding to the resource interval.
- the processor 161 is further configured to perform the following steps: if the resource interval is larger, the more the virtual application attribute is increased or decreased.
- the processor 161 is configured to perform the updating of the virtual application attribute of the first account in the virtual application client, including at least one of: increasing a moving speed of the first account in the virtual application client; and virtualizing the first account Increase the attack power in the application client; increase the health value of the first account in the virtual application client; increase the magic value of the first account in the virtual application client; and the virtual account client in the first account The skill cooldown in the end is reduced.
- the processor 161 is further configured to: acquire a first attribute of an event operation executed in the first event and a second attribute of the operation object of the event operation; and acquire a first event resource corresponding to the first attribute and the second attribute.
- the processor 161 is further configured to: acquire the first event resource corresponding to the first attribute and the second attribute with a predetermined probability.
- the processor 161 is further configured to: after adding the second event resource to the acquired event resource in the normal state, displaying the prompt identifier on the running interface of the virtual application client, where the prompt identifier is used to prompt the pair
- the event resource in a normal state performs a predetermined operation.
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event; the temporary event state acquired before the first event resource is obtained.
- the second event resource is converted into a second event resource in a normal state; the second event resource is added to the acquired event resource in a normal state; when a predetermined operation performed on the event resource in a normal state is detected.
- the virtual application attribute of the first account in the virtual application client is updated, and the purpose of updating the virtual application attribute is achieved, thereby realizing the technical effect of updating the virtual application attribute according to the event resource, thereby solving the related technology.
- the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
- Fig. 16 does not limit the structure of the above electronic device.
- the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 16, or have a different configuration than that shown in FIG.
- Embodiments of the present invention also provide a storage medium.
- the foregoing storage medium may store program code, where the program code is used to perform the steps in the method for updating the virtual application attribute provided by the foregoing method embodiment.
- the foregoing storage medium may be located in any one of the computer terminal groups in the computer network, or in any one of the mobile terminal groups.
- the storage medium is arranged to store program code for performing the following steps:
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event during the running of the virtual application client;
- the virtual application attribute of the first account in the virtual application client is updated when a predetermined operation performed on the event resource in the normal state is detected.
- the storage medium is further configured to store program code for performing the following steps: after adding the second event resource to the acquired event resource in a normal state, determining whether the first predetermined time period is Acquiring the third event resource in the temporary state generated by the first account to execute the first event; if it is determined that the third event resource is not acquired within the first predetermined time period, deleting the first event resource in the temporary state, and The event resources in a normal state are reduced at a first predetermined speed.
- the storage medium is further configured to store program code for performing the step of: determining whether the third account resource in the temporary state generated by the first account is generated after the first account is executed within the first predetermined time period If it is determined that the third event resource is acquired within the first predetermined time period, converting the first event resource in the temporary state into the first event resource in the normal state; adding the first event resource to the acquired In a normal event resource.
- the storage medium is further configured to store program code for performing the following steps: updating the virtual application attribute of the first account in the virtual application client comprises: acquiring a resource interval in which the event resource is located; The virtual application attribute of the account in the virtual application client is updated corresponding to the resource interval.
- the storage medium is further arranged to store program code for performing the following steps: if the resource interval is larger, the more the virtual application attribute is increased or decreased.
- the storage medium is configured to store, for performing, updating the virtual application attribute of the first account in the virtual application client, including at least one of: increasing the moving speed of the first account in the virtual application client Increasing the attack power of the first account in the virtual application client; increasing the health value of the first account in the virtual application client; increasing the mana value of the first account in the virtual application client; The skill cooling time of the first account in the virtual application client is reduced.
- the storage medium is further configured to store program code for: acquiring a first attribute of the event operation performed in the first event and a second attribute of the operation object of the event operation; acquiring the first attribute and The first event resource corresponding to the second attribute.
- the storage medium is further configured to store program code for performing the step of: acquiring the first event resource corresponding to the first attribute and the second attribute with a predetermined probability.
- the storage medium is further configured to store program code for performing the following steps: after adding the second event resource to the acquired event resource in a normal state, displaying a prompt on the running interface of the virtual application client The identifier, wherein the prompt identifier is used to prompt to perform a predetermined operation on the event resource in a normal state.
- the foregoing storage medium may include, but not limited to, a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, and a magnetic
- ROM read-only memory
- RAM random access memory
- mobile hard disk a magnetic
- magnetic A variety of media that can store program code, such as a disc or a disc.
- the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
- the technical solution of the present invention may contribute to the prior art or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium.
- a number of instructions are included to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.
- the disclosed client may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
- Another point, the mutual coupling shown or discussed The direct or direct coupling or communication connection may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
- the first account of the virtual application client is configured to execute the first event resource in the temporary state generated by the first event, and the second event resource in the temporary state acquired before the first event resource is converted into a second event resource in a normal state; adding a second event resource to the acquired event resource in a normal state; when detecting a predetermined operation performed on the event resource in a normal state, the first account is virtualized Applying the virtual application attribute in the client to update, the purpose of updating the virtual application attribute is achieved, thereby realizing the technical effect of updating the virtual application attribute according to the event resource, thereby solving the problem that the related technology cannot be used according to the event resource. Technical issues with properties being updated.
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Abstract
本发明实施例公开了一种虚拟应用属性的更新方法、装置和存储介质。其中,该虚拟应用属性的更新方法包括:在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。本发明实施例解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
Description
本申请要求于2016年08月05提交中国专利局、优先权号为2016106397358、发明名称为“虚拟应用属性的更新方法和装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本发明实施例涉及计算机领域,具体而言,涉及一种虚拟应用属性的更新方法、装置和存储介质。
目前,在虚拟应用中,存在积累事件资源的功能。比如,在游戏中,尤其是在格斗类的游戏中,存在积累事件资源的功能。拳皇97怒气***,早在拳皇等格斗类游戏中存在积累事件资源提高游戏玩家的体验。积累事件资源可以为虚拟应用中的攒取怒气,攒取怒气使玩家进行具有大绝释放的体验。但是,这种体验较比较简单,仅仅有怒气积累-怒气释放的体验,无法根据事件资源对虚拟应用属性进行更新。
另外,现有技术中的鬼武者3中有攒取怒气化作技能豆,玩家在释放怒气的时候获得一定的能力加成,同时表现上具有显著变化,仍然无法根据事件资源对虚拟应用属性进行更新。
针对上述无法根据事件资源对虚拟应用属性进行更新的问题,目前尚未提出有效的解决方案。
发明内容
本发明实施例提供了一种虚拟应用属性的更新方法、装置和存储介质,以至少解决相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
根据本发明实施例的一个方面,提供了一种虚拟应用属性的更新方法。该虚拟应用属性更新方法包括:在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
根据本发明实施例的另一方面,还提供了一种虚拟应用属性的更新装置。该虚拟应用属性的更新装置包括:获取单元,被设置为在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;第一转换单元,被设置为将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;第一增加单元,被设置为将第二事件资源增加到已获取到的处于正常状态的事件资源中;更新单元,被设置为在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
根据本发明实施例的另一方面,还提供了一种终端,其中,终端被设置为执行程序代码,程序代码用于执行本发明实施例的虚拟应用属性的更新方法中的步骤。
根据本发明实施例的另一方面,还提供了一种存储介质,其中,存储介质被设置为存储程序代码,程序代码用于执行本发明实施例的虚拟应用属性的更新方法中的步骤。
本发明实施例在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第
一账号在虚拟应用客户端中的虚拟应用属性进行更新,达到了对虚拟应用属性进行更新的目的,从而实现了根据事件资源对虚拟应用属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
此处所说明的附图用来提供对本发明的进一步理解,构成本发明的一部分,本发明的示意性实施例及其说明用于解释本发明,并不构成对本发明的不当限定。在附图中:
图1是根据本发明实施例的一种虚拟应用属性的更新方法的硬件环境的示意图;
图2是根据本发明实施例的一种虚拟应用属性的更新方法的流程图;
图3是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图;
图4是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图;
图5是根据本发明实施例的一种对第一账号在虚拟应用客户端中的虚拟应用属性进行更新的方法的流程图;
图6是根据本发明实施例的一种获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源的方法的流程图;
图7是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图;
图8是根据本发明实施例的一种事件资源的计算方法的流程图;
图9是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图;
图10是根据本发明实施例的另一种虚拟应用属性的更新的示意图;
图11是根据本发明实施例的一种虚拟应用属性的更新装置的示意图;
图12是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图;
图13是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图;
图14是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图;
图15是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图;以及
图16是根据本发明实施例的一种终端的结构框图。
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本发明保护的范围。
需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本发明实施例,提供了一种虚拟应用属性的更新方法的实施例。
可选地,在本实施例中,上述虚拟应用属性的更新方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。图1是根据本发明实施例的一种虚拟应用属性的更新方法的硬件环境的示意图。如图1
所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本发明实施例的虚拟应用属性的更新方法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本发明实施例的虚拟应用属性的更新方法也可以是由安装在其上的客户端来执行。
图2是根据本发明实施例的一种虚拟应用属性的更新方法的流程图。如图2所示,该虚拟应用属性的更新方法可以包括以下步骤:
步骤S202,在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源。
在本发明上述步骤S202提供的技术方案中,在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源。
在虚拟应用客户端运行的过程中,第一账号对应于虚拟应用中的虚拟应用角色,虚拟应用的玩家通过对客户端的操作以控制虚拟应用角色执行事件,该事件也即虚拟应用角色的执行活动。比如,虚拟应用为游戏,第一账号对应于游戏中的游戏角色,游戏玩家通过对游戏客户端的操作控制游戏角色执行事件,该事件也即游戏角色的执行活动。第一账号在执行第一事件时,会产生处于临时状态的第一事件资源,该第一事件资源可以为虚拟应用玩家执行第一事件之后对虚拟应用玩家的奖励值,比如,在执行不同的攻击动作以攻打对手的事件时,所产生的相应的经验值。
步骤S204,将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源。
在本发明上述步骤S204提供的技术方案中,将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源。
在获取第一事件资源之前,获取虚拟应用客户端的第一账号执行第二事件产生的处于临时状态的第二事件资源,在获取第二事件资源之后,获取第一事件资源,相当于连续获取事件资源。在获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源之后,将第二事件资源转化为处于正常状态的第二事件资源。
步骤S206,将第二事件资源增加到已获取到的处于正常状态的事件资源中。
在本发明上述步骤S206提供的技术方案中,将第二事件资源增加到已获取到的处于正常状态的事件资源中。
已经获取到的处于正常状态的事件资源存储在预设存储位置,在将第二事件资源转换为处于正常状态的第二事件资源之后,将第二事件资源增加到已获取到的处于正常状态的事件资源中,从而不断积累已经从临时状态转化为正常状态的事件资源。
可选地,在未能获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源时,预设存储位置中的事件资源将持续流失,在事件资源流失的过程中,如果获取到虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源,则停止事件资源的流失。
可选地,获取虚拟应用客户端的第一账号执行第三事件产生的处于临时状态的第三事件资源,将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源,可以在连续获取事件资源的情况下,对第一账号对应的虚拟应用角色进行奖励,可以使下一次获取的事件资源比之前获取的事件资源的性能更好。
步骤S208,在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
在本发明上述步骤S208提供的技术方案中,在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟
应用属性进行更新。
在不断积累已经从临时状态转化为正常状态的事件资源的过程中,对处于正常状态的事件资源执行预定操作,比如,当已经从临时状态转化为正常状态的事件资源达到一定量时,对客户端上的用于表示已经从临时状态转化为正常状态的事件资源达到一定量的图标进行单击、双击、滑动等触摸操作。第一账号在虚拟应用客户端中具有虚拟应用属性,比如,虚拟应用角色的战斗力,在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,比如,提升第一账号对应的虚拟应用角色的移动速度、攻击力,降低技能冷却时间,快速回复生命值和魔法值等属性。
通过上述步骤S202至步骤S208,通过在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,可以解决相关技术中无法根据事件资源对游戏属性进行更新的技术问题,进而达到根据事件资源对虚拟应用属性进行更新的技术效果。
作为一种可选的实施例,在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,根据在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源删除处于临时状态的第一事件资源。
图3是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图。如图3所示,该虚拟应用属性的更新方法还包括以下步骤:
步骤S301,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源。
在本发明上述步骤S301提供的技术方案中,在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源。
第一账号执行第一事件产生处于临时状态的第三事件资源,在第一预定时间段内,判断是否获取到该第三事件资源。
步骤S302,删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少。
在本发明上述步骤S302提供的技术方案中,若判断出在第一预定时间段内未获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少。
在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内未获取到第三事件资源,也即,未能在获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源之后,继续获取第一事件产生的处于临时状态的事件资源时,则删除处于临时状态的第一事件资源,也即,该第一事件资源消失,不再可用,并使处于正常状态的事件资源以第一预定速度减少,从而使预设存储位置存储的事件资源逐渐减少。
该实施例通过在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源;若判断出在第一预定时间段内未获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少,从而实现对事件资源进行控制的目的。
作为一种可选的实施方式,在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件
资源转换为处于正常状态的第一事件资源。
图4是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图。如图4所示,该虚拟应用属性的更新方法还包括以下步骤:
步骤S401,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源。
在本发明上述步骤S401提供的技术方案中,在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源。
在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内没有获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少,在处于正常状态的事件资源以第一预定速度减少的过程中,如果判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源。
步骤S402,将第一事件资源增加到已获取到的处于正常状态的事件资源中。
在本发明上述步骤S402提供的技术方案中,将第一事件资源增加到已获取到的处于正常状态的事件资源中。
在将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源之后,将第一事件资源增加到已获取到的处于正常状态的事件资源中,从而实现预设存储位置存储的事件资源的累积。
该实施例通过在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为
处于正常状态的第一事件资源;将第一事件资源增加到已获取到的处于正常状态的事件资源中,从而实现了对事件资源的累积。
作为一种可选的实施方式,步骤S208,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括:通过事件资源所处的资源区间对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
图5是根据本发明实施例的一种对第一账号在虚拟应用客户端中的虚拟应用属性进行更新的方法的流程图。如图5所示,该对第一账号在虚拟应用客户端中的虚拟应用属性进行更新的方法的流程图包括以下步骤:
步骤S501,获取事件资源所处的资源区间。
在本发明上述步骤S501提供的技术方案中,获取事件资源所处的资源区间。
获取事件资源所处的资源区间,该资源区间对应于事件资源的大小,比如,事件资源的大小通过点数衡量,将大小为0点至999点的事件资源存储在第一资源区间,0点至999点与第一资源区间相对应,将大小为1000点至1999点的事件资源存储在第二资源区间,1000点至1999点与第二资源区间相对应。
步骤S502,对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
在本发明上述步骤S502提供的技术方案中,对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
不同区间对应的对虚拟应用属性的更新效果不同,在获取事件资源所处的资源区间之后,对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
该实施例通过获取事件资源所处的资源区间;对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新,实现对第一账号在
虚拟应用客户端中的虚拟应用属性进行更新的目的,从而达到了根据事件资源对第一账号在虚拟应用客户端中的虚拟应用属性进行更新的技术效果。
作为一种可选的实施方式,对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新包括:若资源区间越大,则对虚拟应用属性增加或减少的越多。
对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新包括:若资源区间越大,则对虚拟应用属性增加或减少的越多。
不同区间对应的对虚拟应用属性的更新效果不同,若资源区间越大,则对虚拟应用属性在更新时的更新效果越明显,对虚拟应用属性增加的越多,或者较少的越多,使用户明显感知到。
作为一种可选的实施方式,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括以下至少之一:对第一账号在虚拟应用客户端中的移动速度进行增加;对第一账号在虚拟应用客户端中的攻击力进行增加;对第一账号在虚拟应用客户端中的生命值进行增加;对第一账号在虚拟应用客户端中的魔法值进行增加;对第一账号在虚拟应用客户端中的技能冷却时间进行减少。
对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,可以对第一账号在虚拟应用客户端中的移动速度进行增加,使第一账号对应的虚拟应用角色在躲避对手或者在躲避意外时更加灵活;对第一账号在虚拟应用客户端中的攻击力进行增加,使第一账号对应的虚拟应用角色对对手的打击性更大;对第一账号在虚拟应用客户端中的生命值进行增加,使第一账号对应的虚拟应用角色在客户端中的活动时间更长;对第一账号在虚拟应用客户端中的魔法值进行增加,使第一账号对应的虚拟应用角色的能力更加强大;对第一账号在虚拟应用客户端中的技能冷却时间进行减少,使第一账号对应的虚拟应用角色在发起一次动作与再发起第二次动作之间的间隔时间减少,提高了第一账号在虚拟应用客户端中的虚拟应用属性。
作为一种可选的实施方式,步骤S202,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源包括:通过第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性来获取第一事件资源。
图6是根据本发明实施例的一种获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源的方法的流程图。如图6所示,该获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源的方法包括以下步骤:
步骤S601,获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性。
在本发明上述步骤S601提供的技术方案中,获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性。
在第一事件中执行事件操作,也即,第一账号在虚拟应用客户端中释放技能。在虚拟应用客户端中,第一账号执行攻击对手的事件为第一事件,不同的攻击技能为事件操作,可以将不同攻击技能的强度作为第一属性,进行事件操作的对手为操作对象,该对手也具有应对于攻击的技能,可以将该对手具有应对于攻击的技能作为第二属性,获取该第一属性和第二属性。
步骤S602,获取与第一属性和第二属性对应的第一事件资源。
在本发明上述步骤S602提供的技术方案中,获取与第一属性和第二属性对应的第一事件资源。
处于临时状态的第一事件资源与第一属性和第二属性有关,在获取第一属性和第二属性之后,获取与第一属性和第二属性对应的第一事件资源。
该实施例通过获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性;获取与第一属性和第二属性对应的第一事件资源,从而实现了获取虚拟应用客户端的第一账号执行第一事件产生的处
于临时状态的第一事件资源的目的。
作为一种可选的实施方式,获取与第一属性和第二属性对应的第一事件资源包括:以预定的概率获取与第一属性和第二属性对应的第一事件资源。
在获取与第一属性和第二属性对应的第一事件资源时,不同的第一属性和第二属性在获取第一事件资源的概率不同,可选地,尽可能不影响虚拟应用玩家的攻击循环,可以被利用来积累事件资源。
作为一种可选的实施方式,在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,通过提示标识提示对处于正常状态的事件资源执行预定操作。
虚拟应用客户端具有运行界面,用于显示虚拟应用的进行效果。在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,在虚拟应用客户端的运行界面上显示提示标识,可选地,在已获取的处于正常状态的事件资源达到一定量时,在运行界面上显示提示标识,以提示可以对该提示标识进行预定操作,比如,单击、双击、滑动等触摸操作,会产生虚拟应用在正常进行下没有产生的效果,比如,呈现出足够华丽,且震撼的画面,以强烈的反馈来刺激玩家的情绪变化,提升了用户体验。
需要说明的是,上述第一事件资源、第二事件资源和第三事件资源为虚拟应用客户端在运行的过程中产生的部分事件资源,并不代表本发明实施例的事件资源仅限于上述第一事件资源、第二事件资源和第三事件资源。虚拟应用客户端在运行的过程中产生的其它事件资源以类似第一事件资源、第二事件资源和第三事件资源的处理方式进行,从而实现虚拟应用属性的更新目的,此处不再赘述。
下面结合优选的实施例对本发明的技术方案进行说明。
在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前
获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
上述方法可以应用于角色扮演游戏(Role-Playing Game,简称为RPG)中。角色扮演游戏的核心是扮演,是游戏类型的一种,在游戏中,玩家负责扮演的这个角色在一个写实或者虚构世界中活动,并在一个结构化规则下通过一些行动令所扮演的角色发展,玩家在这个过程中的成功与失败取决于一个规则或行动。
本发明的技术方案应用于爆魂***中,爆魂***最主要的目的是为了通过游戏属性的更新来调节玩家的战斗情绪,令玩家在战斗中产生情绪波动,争取通过玩家的情绪波动令其降低战斗过程中的枯燥度,令玩家在游戏前期(数十至上百小时)内的战斗舒适度提升,从而使其更容易消耗时间。
在爆魂***的战斗中,存在一个明显的节点,节点前和节点后有明显不同的体验区别;该节点的完整展现为一个过程,该过程可能被玩家主动、被动的行为打断。在过程被打断后,玩家将重新开始此节点的展现,甚至退出该节点;爆魂时显著提示游戏属性的更新效果,显示出足够华丽而震撼的画面表现,以强烈的反馈来刺激玩家的情绪变化。
为了能够实现通过游戏属性的更新来使玩家在战斗中的情绪发生变化,魂值为事件资源,吸魂为获取魂值的过程。将游戏客户端的第一账号执行事件产生的处于临时状态的事件资源制定为吸魂规则,事件资源的积累过程通过魂槽设定来体现,第一账号在游戏客户端中的游戏属性进行更新通过爆魂来设定。
下面对吸魂规则进行介绍。
获取第一事件中执行的事件操作的第一属性以及事件操作的操作对
象的第二属性;以预定的概率获取与第一属性和第二属性对应的第一事件资源,也即,当角色释放伤害技能时,比如,释放砍、敲等伤害技能时,不同技能的吸魂概率不同,即有概率地触发吸魂,其原则遵循“尽可能不影响玩家的攻击循环,但可被玩家利用来延续连续吸魂”,其中,伤害技能仅指玩家直接释放并造成的技能,直接释放,是指从玩家感官上通过“触摸一次屏幕”而达成的技能行为。
每一个技能都会标识是否为伤害类技能,同时标识该技能的吸魂概率,从而营造不同技能释放时的积累感受的氛围。
吸魂概率目标影响,不同的目标与目标群体吸魂将会有不同的数量与目标选择;吸魂受玩家与目标等级差影响,实际吸魂概率与魂值可以动态调节。
举例而言,对于新手村怪物,处于对新手玩家的保护和指引,需求怪物有额外的爆魂几率;让新手村的玩家在接触到爆魂***时有极致的释放爽快感,降低吸魂时的压抑感受。
图7是根据本发明实施例的另一种游戏属性的更新方法的流程图。如图7所示,该游戏属性的更新方法包括以下步骤:
步骤S701,检测玩家攻击行为。
检测玩家攻击行为,也即,在游戏客户端运行的过程中,检测游戏客户端的第一账号执行的事件。
步骤S702,随机出魂。
随机出魂,也即,在游戏客户端运行的过程中,获取游戏客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源。将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源,如果不随机出魂,执行步骤S701,如果随机出魂,执行步骤S703。
步骤S703,时间检测是否小于18秒。
判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源。该第一预定时间段为18秒。如果时间检测大于等于第一预定时间段18秒,执行步骤S704,如果时间检测小于18秒,执行步骤S705。
步骤S704,临时魂清空。
如果判断出在第一预定时间段内没有获取到第一账号执行第一事件产生的处于临时状态的第三事件资源,也即,如果时间检测大于等于18秒临时魂清空,删除处于临时状态的第一事件资源,临时魂清空,并使处于正常状态的事件资源以第一预定速度减少。
步骤S705,检测当前是否有临时魂。
如果判断出在第一预定时间段内获取到第三事件资源,也即,如果时间检测小于18秒,检测当前是否有临时魂。如果检测出当前没有临时魂,执行步骤S706,如果检测出当前有临时魂,执行步骤S707。
步骤S706,魂值重置n=1。
步骤S707,获得临时魂2^(n-1)。
步骤S708,原临时魂变为正式魂。
在获得临时魂2^(n-1)之后,将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源,将第一事件资源增加到已获取到的处于正常状态的事件资源中,原临时魂变为正式魂,执行步骤S701。
该实施例引入连续吸魂的概念,寄予希望在吸魂时营造“愉悦-沮丧”情绪,随吸魂的大循环而营造“紧张-放松”情绪,因此,这里设计一套连续吸魂的概念用以营造这种情绪。玩家每次吸魂获得魂值都为临时魂值,临时魂在触发连续吸魂后将转化为当前魂,临时魂在未能触发连续吸魂时将爆掉,当前魂在未能连续吸魂时将持续流失,在流失的过程中若能够吸
魂成功,则停止流失,魂槽加上新的临时魂。为了增强连续吸魂时的感受,在设计的时候还特别提高了连续吸魂的奖励,连续击魂将触发下一次吸魂获得的临时魂值都会比前一次有明显的提高,并且临时魂值在角色主动爆魂时作为当前魂值处理,实现了根据事件资源对游戏属性进行更新的技术效果。
图8是根据本发明实施例的一种事件资源的计算方法的流程图。如图8所示,该事件资源的计算方法包括以下步骤:
步骤S801,玩家释放技能。
步骤S802,判断玩家释放的技能是否为进攻技能。
如果判断出玩家释放的技能不为进攻技能,执行步骤S809,如果判断出判断玩家释放的技能为进攻技能,执行步骤S803。
步骤S803,判断玩家攻击的对象是否为单体。
判断玩家攻击的对象为单体,执行步骤S804,如果判断玩家攻击的对象是不为单体,执行步骤S805。
步骤S804,当前目标。
如果判断出玩家攻击的对象为单体,则单体为当前目标。
步骤S805,随机目标。
如果判断出玩家攻击的对象不为单体,也即,判断出玩家攻击的对象为群体,则从群体中确定随机目标。
步骤S806,目标确认。
在确定当前目标和随机目标之后,对目标进行确认。
步骤S807,吸魂概率计算。
在目标确认之后,执行吸魂概率的计算
步骤S808,判断能否吸魂。
通过吸魂概率计算判断能否吸魂,如果判断出不能吸魂,执行步骤S809,如果判断出能吸魂,执行步骤S810。
步骤S809,吸魂概率计算。
如果判断出不能吸魂,进行吸魂概率计算。
步骤S810,判断是否连续吸魂。
如果判断出能吸魂,则判断是否进行连续吸魂,如判断出进行连续吸魂,执行步骤S811,如果判断出不进行连续吸魂,执行步骤S812。
步骤S811,吸魂次数+1。
如果判断出连续吸魂,吸魂次数+1。
步骤S812,魂值清零。
如果判断出不连续吸魂,则将魂值清零。
步骤S813,魂值计算。
在吸魂次数+1或者魂值清零之后,计算魂值。
步骤S814,Res_spell.bin技能类型。
Res_spell.bin为二进制文件,存储了文件索引的ID,技能类型以及技能吸魂概率、怪物吸魂修正值等参数。
步骤S815,怪物表格。
可以通过用于存储技能吸魂概率和怪去吸魂修正值的怪物表格以Res_spell.bin形式表示技能类型。
图9是根据本发明实施例的另一种虚拟应用属性的更新方法的流程图。如图9所示,该虚拟应用属性的更新方法包括以下步骤:
步骤S901,获得临时魂。
步骤S902,临时魂加当前魂。
步骤S903,判断是否超过上限。
在临时魂加当前魂之后,判断是否超过上限,也即,判断已积累的魂值是否超过上限,如果判断出超过上限,执行步骤S904,如果判断出没有超过上限,执行步骤S905。
步骤S904,全部为当前魂。
步骤S905,记录临时魂。
步骤S906,满魂状态。
在全部为当前魂之后,达到满魂状态。
举例而言,在该实施例的上述步骤中,手机RPG游戏的爆魂***中的魂槽用来积累通过吸魂获得的战魂,如临时魂和当前魂,是全新的一个记录槽位。
期望玩家在野外和地宫环境下4分钟左右的连续战斗后可以积满魂。
根据地宫环境下寻怪时间和战斗时间的比例约为1:2,4分钟玩家有效战斗回合数为4*60*2/3/1.2=160/1.2=144回合(1.2秒1回合),以魂值计算来看,期望角色在15次连续吸魂后满魂,也就是总魂值4180,吸魂概率=1/15≈6.67%。计算3回合的寻怪时间、9回合的击杀时间,12回合的平均出魂概率,这里期望玩家在15回合内成功二次吸魂即为连续回合,时间为18秒。根据连续吸魂数值,向下千位取整,期望魂槽的储存上限为4000。临时魂和当前魂都记录在魂槽里面。对临时魂和当前魂需求分别记录。当获得新的临时魂与已经存在的当前魂的和大于等于魂槽上限时,魂槽内所有魂转化为当前魂,并进入到满魂状态。
临时魂和当前魂的表现不同:战魂的设定为不能额外积攒,角色的选择应该是在满魂或预期不能连续吸魂的情况下尽快爆魂,因此,战魂***存在损耗状态。根据角色积累魂的速度,定为在15回合内未能连续吸魂,
即18秒内未能连续吸魂,则进入损耗状态(即临时魂爆掉后,未能连续吸魂,即进入损耗状态)。当吸魂满管后,给予额外一倍的奖励准备时间,即,进入满魂状态后36秒不释放爆魂技能,则进入损耗状态。满魂状态下吸魂并不能延长准备时间。损耗速度定位于为爆魂期消耗的一半时间,则当满管魂槽将在32秒内损耗完毕,即开始损耗后每秒损耗125点战魂值。连续损耗会被下一次吸魂打断,当在损耗过程中成功吸魂,则当前损耗停止,等待进入下一轮损耗。当角色积累满4000点战魂后,即视为进入满魂状态,此时不再区分当前魂和临时魂。满魂状态下有特殊的美术画面表现。满魂下自动进入损耗的时间会因为满魂奖励而延长。
爆魂设定如下:爆魂是角色在积累一定的战魂后奖励给角色的特殊战斗状态,在这个状态下,角色的战斗能力会有大幅度的提升,用以营造足够的爽快感。角色需要点击UI面板上的爆魂技能才可以进入到爆魂状态。角色在自身魂槽积累超过1000时即可以爆魂(即1/4的总魂槽,单满一层槽)。当角色当前魂值不足以爆魂或由于特定场景的限制无法爆魂时,爆魂技能的图标灰色显示。当角色进入满魂状态时,爆魂技能图标特殊显示,当角色进入满魂状态后36秒未使用爆魂技能,则进入到损耗状态,角色在爆魂期间不再吸魂。期望玩家在满魂状态下爆魂时,爆魂状态能够持续32个回合(根据标准PVP对战时间设定),即爆魂时每秒消耗4000/32/1.2=104.1667,取整值100点战魂值,当角色剩余战魂值清空时,即退出爆魂状态。
爆魂基本效果如下:
角色移动速度提高100%(该速度不与骑乘术叠加,不与其它加速技能叠加),所有技能的CD时间转为爆魂期CD,公共CD转为爆魂期公共CD(当某技能正在CD中,其剩余CD时间根据前后CD对比等比算出)。
爆魂后增加角色生命和濒死保护(角色临死时加以保护)(增加生命可通过BUFF实现,濒死保护涉及新的程序功能),所有技能的效果转为爆魂期效果,所有技能的单线时间转为爆魂期单线时间,动作特效相应加
速。在爆魂期,每3秒成功释放攻击技能则可以积累连击点数,可在表格中配置。若在3秒内未能成功连击则连击点归0。所有攻击类技能受到连击点数的数值修正。具体公式为实际伤害=技能计算伤害×(1+连击点数/10),连击点数在UI上有特殊处理。在爆魂结束后,重新吸魂是,魂值从0开始重新累计。
最终,基于以上该套“手机RPG游戏的爆魂***”,我们得以在手机平台上,实现更加丰富、且有趣味性的手机RPG技能战斗玩法。
游戏中的爆魂***,在技术上为每一个玩家设置了一个魂的能量槽,并且这个能量槽总共分为4个阶段。当第一个阶段的能量槽满了之后就可以释放,每个阶段释放对应的效果不同。魂值越高,对应的释放持续时间越长,增益效果越好。
能量槽在一段时间之内没有增长之后,就会自动衰减,直到清空。在衰减过程中有技能释放导致魂值增长的话,会停止衰减,并且重置下一次衰减的倒计时。
由于魂值是技能释放成功之后的效果,魂值的变更效果通过技能消息来触发。即技能释放成功,服务器下发魂值增长消息,能量槽为播放变更动画。
服务器采用状态机实现爆魂逻辑,共有以下6种状态:
无效(INACTIVE):在此状态下游戏人物不会发生爆魂相关逻辑;
正常(NORMAL):魂值为0的状态,如果收到吸魂消息会立即进入吸魂状态并增加魂值;
吸魂(COMBO):进入此状态后会增加一个定时器timer,如果timer到期也未收到吸魂消息则会进入损耗状态,否则收到吸魂消息则增加对应魂值,并重置timer超时时间。如果魂值增加到了第四阶段的最大值,则进入魂满状态。收到爆魂请求消息时,会检查当前魂值能否爆魂以及对应的阶段,并进入对应的爆魂状态;
魂满(FULL):此状态除了不会增加魂值外,其它逻辑和吸魂状态相同;
爆魂(BURST):进入此状态后会根据进入时的魂值确定阶段,并增加对应的Buff,这些Buff会实现策划要求的各种增益效果。同时会增加一个超时timer,超时时间由当前魂值和魂值损耗速度计算得出,时间到则魂值清0,同时清除Buff,并进入正常状态;
损耗(LOSS):进入此状态时,同样会根据当前魂值和魂值损耗速度计算得出超时时间,并增加timer。如果收到吸魂消息,会进入吸魂状态。此状态下同样可以接受爆魂请求。损耗态的当前魂值服务器不会主动去衰减,而是根据时间和损耗速度计算某一时刻的魂值,这样可以省去很多无谓计算。
状态机采用消息驱动的工作方式,并为每种状态设置了进入和退出的回调。共有以下10种消息:吸魂(ABSORB),连续吸魂点数增加(COMBO_AB_ACC)、爆魂(BURST)、连击(COMBO)、重置(RESET)、吸魂检查(CHK_ABSORB)、加速CD检查(CHK_ACC_CD)、连击检查(CHK_COMBO)、激活(ACTIVE)、停止(INACTIVE)和爆魂连击结束(FINISH_COMBO)。外部***向爆魂状态机发送这10种消息,爆魂状态机会根据当前状态调用相应的消息处理函数并做出反馈,达到了对游戏属性进行更新的目的,从而实现了根据事件资源对游戏属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
本发明实施例的应用环境可以但不限于参照上述实施例中的应用环境,本实施例中对此不再赘述。本发明实施例提供了用于实施上述虚拟应用属性的更新方法的一种可选的具体应用。
图10是根据本发明实施例的另一种虚拟应用属性的更新的示意图。如图10所示,为了进一步提升手机RPG游戏战斗的爽快感,增加了一套基于移动端RPG的爆魂***。为每位玩家提供一个魂槽,用来积累玩家
技能的使用次数。当玩家魂槽积累满池后,魂槽将会切换为一个按钮,同时该按钮将会剧烈的闪烁,如图10右下角的按钮,以提示玩家当前可以使用。当玩家主动触发该魂槽后,将触发游戏的终极爆魂效果。终极爆魂***将为玩家短时间内提供移动速度和攻击力的大幅提升、技能冷却时间的大幅减少、生命值和魔法值的快速恢复,以及极其绚丽的全屏动态光影效果。真正帮助玩家,在战斗时每隔一段时间,就能获得一次极其爽快的战斗体验释放,通过这种有节奏性的QTE爆魂体验,将极大的缓解手机RPG玩家频繁战斗的枯燥度,达到了对游戏属性进行更新的目的,从而实现了根据事件资源对游戏属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明并不受所描述的动作顺序的限制,因为依据本发明,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本发明所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本发明各个实施例所述的方法。
根据本发明实施例,还提供了一种用于实施上述虚拟应用属性的更新方法的虚拟应用属性的更新装置。图11是根据本发明实施例的一种虚拟应用属性的更新装置的示意图。如图11所示,该虚拟应用属性的更新装置可以包括:获取单元10、第一转换单元20、第一增加单元30和更新单
元40。
获取单元10,被设置为在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源。
第一转换单元20,被设置为将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源。
第一增加单元30,被设置为将第二事件资源增加到已获取到的处于正常状态的事件资源中。
更新单元40,被设置为在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
此处需要说明的是,上述获取单元10、第一转换单元20、第一增加单元30和更新单元40可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述模块实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
需要说明的是,该实施例中的获取单元10可以被设置为执行本发明实施例1中的步骤S202,该实施例中的第一转换单元20可以被设置为执行本发明实施例1中的步骤S204,该实施例中的第一增加单元30可以被设置为执行本发明实施例1中的步骤S206,该实施例中的更新单元40可以被设置为执行本发明实施例1中的步骤S208。
图12是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图。如图12所示,该虚拟应用属性的更新装置可以包括:获取单元10、第一转换单元20、第一增加单元30和更新单元40。该虚拟应用属性的更新装置还包括:判断单元50和处理单元60。
需要说明的是,该实施例中的获取单元10、第一转换单元20、第一增加单元30和更新单元40与图11所示实施例的虚拟应用属性的更新装置中的作用相同,此处不再赘述。
判断单元50,被设置为在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源。
处理单元60,被设置为在判断出在第一预定时间段内未获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少。
此处需要说明的是,上述判断单元50和处理单元60可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述模块实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
图13是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图。如图13所示,该虚拟应用属性的更新装置可以包括:获取单元10、第一转换单元20、第一增加单元30、更新单元40、判断单元50和处理单元60。该虚拟应用属性的更新装置还可以包括:第二转换单元70和第二增加单元80。
需要说明的是,该实施例的获取单元10、第一转换单元20、第一增加单元30、更新单元40、判断单元50和处理单元60与图12所示实施例的虚拟应用属性的更新装置中的作用相同,此处不再赘述。
第二转换单元70,被设置为在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源。
第二增加单元80,被设置为将第一事件资源增加到已获取到的处于正常状态的事件资源中。
此处需要说明的是,上述第二转换单元70和第二增加单元80可以作
为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述模块实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
图14是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图。如图14所示,该虚拟应用属性的更新装置可以包括:获取单元10、第一转换单元20、第一增加单元30和更新单元40。其中,更新单元40包括:第一获取模块41和更新模块42。
需要说明的是,该实施例的获取单元10、第一转换单元20、第一增加单元30和更新单元40与图11所示实施例的虚拟应用属性的更新装置中的作用相同,此处不再赘述。
第一获取模块41,被设置为获取事件资源所处的资源区间。
更新模块42,被设置为对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
此处需要说明的是,上述第一获取模块41和更新模块42可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述模块实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
可选地,更新模块42被设置为在资源区间越大时,对虚拟应用属性增加或减少的越多。
可选地,更新单元40被设置为执行以下至少之一的方法:对第一账号在虚拟应用客户端中的移动速度进行增加;对第一账号在虚拟应用客户端中的攻击力进行增加;对第一账号在虚拟应用客户端中的生命值进行增加;对第一账号在虚拟应用客户端中的魔法值进行增加;对第一账号在虚拟应用客户端中的技能冷却时间进行减少。
图15是根据本发明实施例的另一种虚拟应用属性的更新装置的示意图。如图15所示,该虚拟应用属性的更新装置至少包括:获取单元10、第一转换单元20、第一增加单元30和更新单元40,其中,获取单元10包括:第二获取模块11和第三获取模块12。
需要说明的是,该实施例的获取单元10、第一转换单元20、第一增加单元30和更新单元40与图11所示实施例的虚拟应用属性的更新装置中的作用相同,此处不再赘述。
第二获取模块11,被设置为获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性。
第三获取模块12,被设置为获取与第一属性和第二属性对应的第一事件资源。
此处需要说明的是,上述第二获取模块11和第三获取模块12可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述模块实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
可选地,第三获取模块12被设置为以预定的概率获取与第一属性和第二属性对应的第一事件资源。
可选地,该虚拟应用属性的更新装置还包括显示单元,被设置为在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,在虚拟应用客户端的运行界面上显示提示标识,其中,提示标识用于提示对处于正常状态的事件资源执行预定操作。
上述实施例通过获取单元10在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源,通过第一转换单元20将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源,通过第一增加
单元30将第二事件资源增加到已获取到的处于正常状态的事件资源中,通过更新单元40在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,达到了对虚拟应用属性进行更新的目的,从而实现了根据事件资源对虚拟应用属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
此处需要说明的是,上述单元和模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例1所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例1所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。
本申请实施例所提供的各个功能模块可以在移动终端、计算机终端或者类似的运算装置中运行,也可以作为存储介质的一部分进行存储。
由此,本发明的实施例可以提供一种终端,该终端可以是计算机终端群中的任意一个计算机终端设备。可选地,在本实施例中,上述终端也可以替换为移动终端等终端设备。
可选地,在本实施例中,上述终端可以位于计算机网络的多个网络设备中的至少一个网络设备。
根据本发明实施例,还提供了一种用于实施上述虚拟应用属性的更新方法的终端,其中,终端就可以为计算机终端,该计算机终端可以是计算机终端群中的任意一个计算机终端设备。可选地,在本实施例中,上述计算机终端也可以替换为移动终端等终端设备。
可选地,在本实施例中,上述计算机终端可以位于计算机网络的多个
网络设备中的至少一个网络设备。
图16是根据本发明实施例的一种终端的结构框图。如图16所示,该终端可以包括:一个或多个(图中仅示出一个)处理器161、存储器163、以及传输装置165,如图16所示,该终端还可以包括输入输出设备167。
其中,存储器163可用于存储软件程序以及模块,如本发明实施例中的虚拟应用属性的更新方法和装置对应的程序指令/模块,处理器161通过运行存储在存储器163内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟应用属性的更新方法。存储器163可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器163可进一步包括相对于处理器161远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置165用于经由一个网络接收或者发送数据,还可以用于处理器与存储器之间的数据传输。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置165包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置165为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
其中,具体地,存储器163用于存储应用程序。
处理器161可以通过传输装置165调用存储器163存储的应用程序,以执行上述方法实施例中的各个可选或优选实施例的方法步骤的程序代码,包括:
在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;
将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;
将第二事件资源增加到已获取到的处于正常状态的事件资源中;
在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
处理器161还用于执行以下步骤:在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源;若判断出在第一预定时间段内未获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少。
处理器161还用于执行以下步骤:在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源;将第一事件资源增加到已获取到的处于正常状态的事件资源中。
处理器161还用于执行以下步骤:对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括:获取事件资源所处的资源区间;对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
处理器161还用于执行以下步骤:若资源区间越大,则对虚拟应用属性增加或减少的越多。
处理器161用于执行对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括以下至少之一:对第一账号在虚拟应用客户端中的移动速度进行增加;对第一账号在虚拟应用客户端中的攻击力进行增加;对第一账号在虚拟应用客户端中的生命值进行增加;对第一账号在虚拟应用客户端中的魔法值进行增加;对第一账号在虚拟应用客户端中的技能冷却时间进行减少。
处理器161还用于执行以下步骤:获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性;获取与第一属性和第二属性对应的第一事件资源。
处理器161还用于执行以下步骤:以预定的概率获取与第一属性和第二属性对应的第一事件资源。
处理器161还用于执行以下步骤:将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,在虚拟应用客户端的运行界面上显示提示标识,其中,提示标识用于提示对处于正常状态的事件资源执行预定操作。
本发明实施例在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,达到了对虚拟应用属性进行更新的目的,从而实现了根据事件资源对虚拟应用属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图16所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图16其并不对上述电子装置的结构造成限定。例如,终端还可包括比图16中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图16所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本发明的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以存储程序代码,所述程序代码用于执行上述方法实施例所提供的虚拟应用属性的更新方法中的步骤。
可选地,在本实施例中,上述存储介质可以位于计算机网络中计算机终端群中的任意一个计算机终端中,或者位于移动终端群中的任意一个移动终端中。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
在虚拟应用客户端运行的过程中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;
将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;
将第二事件资源增加到已获取到的处于正常状态的事件资源中;
在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源;若判断出在第一预定时间段内未获取到第三事件资源,则删除处于临时状态的第一事件资源,并使处于正常状态的事件资源以第一预定速度减少。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在判断在第一预定时间段内是否获取到第一账号执行第一事件产生的处于临时状态的第三事件资源之后,若判断出在第一预定时间段内获取到第三事件资源,则将处于临时状态的第一事件资源转换为处于正常状态的第一事件资源;将第一事件资源增加到已获取到的处于正常状态的事件资源中。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括:获取事件资源所处的资源区间;对第一账号在虚拟应用客户端中的虚拟应用属性进行与资源区间对应的更新。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:若资源区间越大,则对虚拟应用属性增加或减少的越多。
可选地,存储介质被设置为存储用于执行对第一账号在虚拟应用客户端中的虚拟应用属性进行更新包括以下至少之一:对第一账号在虚拟应用客户端中的移动速度进行增加;对第一账号在虚拟应用客户端中的攻击力进行增加;对第一账号在虚拟应用客户端中的生命值进行增加;对第一账号在虚拟应用客户端中的魔法值进行增加;对第一账号在虚拟应用客户端中的技能冷却时间进行减少。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:获取第一事件中执行的事件操作的第一属性以及事件操作的操作对象的第二属性;获取与第一属性和第二属性对应的第一事件资源。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:以预定的概率获取与第一属性和第二属性对应的第一事件资源。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:将第二事件资源增加到已获取到的处于正常状态的事件资源中之后,在虚拟应用客户端的运行界面上显示提示标识,其中,提示标识用于提示对处于正常状态的事件资源执行预定操作。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
如上参照附图以示例的方式描述了根据本发明的虚拟应用属性的更新方法、装置和存储介质。但是,本领域技术人员应当理解,对于上述本发明所提出的虚拟应用属性的更新方法、装置和存储介质,还可以在不脱离本发明内容的基础上做出各种改进。因此,本发明的保护范围应当由所附的权利要求书的内容确定。
上述本发明实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。
在本发明的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本发明所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦
合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本发明的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本发明原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本发明的保护范围。
在本发明实施例中,获取虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在第一事件资源之前获取到的处于临时状态的第二事件资源转换为处于正常状态的第二事件资源;将第二事件资源增加到已获取到的处于正常状态的事件资源中;在检测到对处于正常状态的事件资源执行的预定操作时,对第一账号在虚拟应用客户端中的虚拟应用属性进行更新,达到了对虚拟应用属性进行更新的目的,从而实现了根据事件资源对虚拟应用属性进行更新的技术效果,进而解决了相关技术中无法根据事件资源对游戏属性进行更新的技术问题。
Claims (17)
- 一种虚拟应用属性的更新方法,包括:在虚拟应用客户端运行的过程中,获取所述虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;将在所述第一事件资源之前获取到的处于所述临时状态的第二事件资源转换为处于正常状态的所述第二事件资源;将所述第二事件资源增加到已获取到的处于所述正常状态的事件资源中;在检测到对处于所述正常状态的所述事件资源执行的预定操作时,对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行更新。
- 根据权利要求1所述的方法,其中,在将所述第二事件资源增加到已获取到的处于所述正常状态的事件资源中之后,所述方法还包括:判断在第一预定时间段内是否获取到所述第一账号执行所述第一事件产生的处于临时状态的第三事件资源;若判断出在所述第一预定时间段内未获取到所述第三事件资源,则删除处于所述临时状态的所述第一事件资源,并使处于所述正常状态的所述事件资源以第一预定速度减少。
- 根据权利要求2所述的方法,其中,在判断在第一预定时间段内是否获取到所述第一账号执行所述第一事件产生的处于临时状态的第三事件资源之后,所述方法还包括:若判断出在所述第一预定时间段内获取到所述第三事件资源,则将处于所述临时状态的所述第一事件资源转换为处于所述正常状态的所述第一事件资源;将所述第一事件资源增加到已获取到的处于所述正常状态的事件资源中。
- 根据权利要求1所述的方法,其中,所述对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行更新包括:获取所述事件资源所处的资源区间;对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行与所述资源区间对应的更新。
- 根据权利要求4所述的方法,其中,对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行与所述资源区间对应的更新包括:若所述资源区间越大,则对所述虚拟应用属性增加或减少的越多。
- 根据权利要求1至5中任一项所述的方法,其中,所述对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行更新包括以下至少之一:对所述第一账号在所述虚拟应用客户端中的移动速度进行增加;对所述第一账号在所述虚拟应用客户端中的攻击力进行增加;对所述第一账号在所述虚拟应用客户端中的生命值进行增加;对所述第一账号在所述虚拟应用客户端中的魔法值进行增加;对所述第一账号在所述虚拟应用客户端中的技能冷却时间进行减少。
- 根据权利要求1至5中任一项所述的方法,其中,所述获取所述虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源包括:获取所述第一事件中执行的事件操作的第一属性以及所述事件操作的操作对象的第二属性;获取与所述第一属性和所述第二属性对应的所述第一事件资源。
- 根据权利要求7所述的方法,其中,所述获取与所述第一属性和所述第二属性对应的所述第一事件资源包括:以预定的概率获取与所述第一属性和所述第二属性对应的所述 第一事件资源。
- 根据权利要求1至5中任一项所述的方法,其中,在将所述第二事件资源增加到已获取到的处于所述正常状态的事件资源中之后,所述方法还包括:在所述虚拟应用客户端的运行界面上显示提示标识,其中,所述提示标识用于提示对处于所述正常状态的所述事件资源执行所述预定操作。
- 一种虚拟应用属性的更新装置,包括:获取单元,被设置为在虚拟应用客户端运行的过程中,获取所述虚拟应用客户端的第一账号执行第一事件产生的处于临时状态的第一事件资源;第一转换单元,被设置为将在所述第一事件资源之前获取到的处于所述临时状态的第二事件资源转换为处于正常状态的所述第二事件资源;第一增加单元,被设置为将所述第二事件资源增加到已获取到的处于所述正常状态的事件资源中;更新单元,被设置为在检测到对处于所述正常状态的所述事件资源执行的预定操作时,对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行更新。
- 根据权利要求10所述的装置,其中,所述装置还包括:判断单元,被设置为在将所述第二事件资源增加到已获取到的处于所述正常状态的事件资源中之后,判断在第一预定时间段内是否获取到所述第一账号执行所述第一事件产生的处于临时状态的第三事件资源;处理单元,被设置为在判断出在所述第一预定时间段内未获取到所述第三事件资源,则删除处于所述临时状态的所述第一事件资源,并使处于所述正常状态的所述事件资源以第一预定速度减少。
- 根据权利要求11所述的装置,其中,所述装置还包括:第二转换单元,被设置为在判断在第一预定时间段内是否获取到所述第一账号执行所述第一事件产生的处于临时状态的第三事件资源之后,若判断出在所述第一预定时间段内获取到所述第三事件资源,则将处于所述临时状态的所述第一事件资源转换为处于所述正常状态的所述第一事件资源;第二增加单元,被设置为将所述第一事件资源增加到已获取到的处于所述正常状态的事件资源中。
- 根据权利要求10所述的装置,其中,所述更新单元包括:第一获取模块,被设置为获取所述事件资源所处的资源区间;更新模块,被设置为对所述第一账号在所述虚拟应用客户端中的虚拟应用属性进行与所述资源区间对应的更新。
- 根据权利要求13所述的装置,其中,所述更新模块被设置为在所述资源区间越大时,对所述虚拟应用属性增加或减少的越多。
- 根据权利要求10至14中任一项所述的装置,其中,所述获取单元包括:第二获取模块,被设置为获取所述第一事件中执行的事件操作的第一属性以及所述事件操作的操作对象的第二属性;第三获取模块,被设置为获取与所述第一属性和所述第二属性对应的所述第一事件资源。
- 一种终端,其中,所述终端被设置为执行程序代码,所述程序代码用于执行所述权利要求1至9中任意一项所述的虚拟应用属性的更新方法中的步骤。
- 一种存储介质,其中,所述存储介质被设置为存储程序代码,所述程序代码用于执行所述权利要求1至9中任意一项所述的虚拟应用属性的更新方法中的步骤。
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