Disclosure of Invention
In view of the above, the present application provides an in-game reward interaction method and apparatus, a storage medium, and a computer device.
According to an aspect of the present application, there is provided an in-game reward interaction method, including:
receiving reward data for a rewarded character, wherein the rewarded character is configured with at least one changeable attribute, and the rewarded character comprises a non-player character in a game;
determining a target change attribute in the changeable attributes and a change value of the target change attribute based on the reward data;
and changing the target change attribute of the viewed role according to the change value.
Optionally, after receiving the reward data for the rewarded character, the method further includes:
acquiring a reward announcement area and a reward announcement mode of the watched role according to the scene of the watched role and/or the type of the watched role;
and carrying out the reward announcement in the reward announcement area according to the reward announcement mode and the reward data, wherein the path of the reward announcement at least comprises the announcement of the watched characters and/or an interface display announcement, and the interface display announcement path can be accompanied by a display special effect matched with the reward data.
Optionally, the obtaining of the rewarding area and the rewarding mode of the rewarded character according to the scene where the rewarded character is located and/or the type of the rewarded character specifically includes:
if the first target game scene where the viewed characters are located belongs to an exclusive game scene, determining the first target game scene as a first viewing announcement area, and determining a first viewing announcement mode as a viewing announcement when any player character enters the first target game scene, wherein the exclusive game scene comprises a game scene which limits independent entry of each player character;
if the second target game scene where the viewed character is located belongs to a shared game scene, determining the second target game scene as a second viewing announcement area, and determining a second viewing announcement mode as a real-time viewing announcement to each player character in the second target game scene, wherein the shared game scene comprises a game scene allowing a plurality of player characters to enter together;
if the third target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to an exclusive character, determining the third target game scene as a third viewing announcement area, and determining a third viewing announcement mode that any player character interacts with the viewed character and then performs viewing announcement, wherein the exclusive character comprises a character which is independently visible for different player characters;
if the fourth target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to a public character, taking the fourth target game scene as a fourth viewing announcement area, and determining a fourth viewing announcement mode as real-time viewing announcement to each player character in the target game scene, wherein the public character comprises a character visible to any player character;
and if the viewed character is located on the UI interactive interface, determining the UI interactive interface as a fifth viewing announcement area, and determining a fifth viewing announcement mode as that a player character triggers and displays the UI interactive interface for viewing announcement.
Optionally, the performing the reward announcement in the reward announcement area based on the reward announcement manner and the reward data specifically includes:
determining a first reward announcement time length based on the first reward announcement area and the reward data when the reward announcement mode comprises the first reward announcement mode, and carrying out reward announcement on any player character entering the first reward announcement area within the first reward announcement time length;
when the rewarding announcement mode comprises the second rewarding announcement mode, carrying out rewarding announcement on each player character in the second rewarding announcement area in real time;
determining a second reward announcement time length based on the third reward announcement area and the reward data when the reward announcement mode is the third reward announcement mode, and carrying out reward announcement on any player character interacting with the rewarded character in the third reward announcement area within the second reward announcement time length;
when the reward bulletin mode comprises the fourth reward bulletin mode, carrying out reward bulletin on each player character in the fourth reward bulletin area in real time;
and when the reward bulletin mode is the fifth reward bulletin mode, carrying out reward bulletin on any player character triggering and displaying the UI interactive interface within a third reward bulletin time length.
Optionally, the reward data includes a reward resource type and a reward resource quantity; the determining, based on the reward data, a target change attribute of the changeable attributes and a change value of the target change attribute specifically includes:
and determining a target change attribute corresponding to the type of the rewarded resource and a permanent change value or an aging change value of the target change attribute matched with the amount of the rewarded resource based on the attribute change rule of the rewarded character, wherein the changeable attribute comprises at least one of a fighting attribute, a defense attribute, a resource drop attribute, an appearance attribute and an affinity attribute with the rewarded character, and the rewarded character is a player character in the game.
Optionally, after receiving the reward data for the rewarded character, the method further includes:
when the total reward data or the reward data of the reward role to the watched role meets a first preset condition, allocating a preset reward to the reward role and/or a first associated role of the reward role; and/or the presence of a gas in the gas,
when the total reward data or the reward data meet a second preset condition, performing preset punishment on a second associated role of the reward roles; and/or the presence of a gas in the gas,
when the total reward data meets or a third preset condition of the reward data, after any player character enters an interactive range of the rewarded character, triggering preset interaction between the rewarded character and the any player character, wherein the preset interaction comprises attack interaction of the rewarded character on other player characters except the rewarded character and/or forward interaction of the rewarded character on the rewarded character.
Optionally, the receiving of the reward data of the reward role specifically includes:
outputting a reward resource selection option when any non-player character selected is determined to belong to a reward character based on the interactive operation of any non-player character in a preset state in the game, wherein the preset state comprises an attack state and/or a non-attack state;
receiving selection operation of the reward resource selection option, and verifying whether the existing resources of the reward role contain the selected reward resource;
if yes, determining the reward data of the watched role according to the selected reward resource, otherwise, outputting prompt information to prompt the watching role to acquire the lacking reward resource.
According to another aspect of the present application, there is provided an in-game reward interaction device, comprising:
the system comprises a reward module, a reward module and a reward module, wherein the reward module is used for receiving reward data of a reward character, the reward character is configured with at least one changeable attribute, and the reward character comprises a non-player character in a game;
a change value determination module, configured to determine, based on the reward data, a target change attribute in the changeable attributes and a change value of the target change attribute;
and the attribute changing module is used for changing the target changing attribute of the viewed role according to the changing value.
Optionally, the apparatus further comprises:
the announcement information acquisition module is used for acquiring the appreciation announcement area and the appreciation announcement mode of the enjoyed role according to the scene of the enjoyed role and/or the type of the enjoyed role after receiving the appreciation data of the enjoyed role;
and the advertisement module is used for carrying out reward advertisement in the reward advertisement area according to the reward advertisement mode and the reward data, wherein the reward advertisement path at least comprises the reward through the watched role and/or an interface display advertisement, and the interface display advertisement path can be attached with a display special effect matched with the reward data.
Optionally, the announcement information obtaining module is specifically configured to:
if the first target game scene where the viewed characters are located belongs to an exclusive game scene, determining the first target game scene as a first viewing announcement area, and determining a first viewing announcement mode as a viewing announcement when any player character enters the first target game scene, wherein the exclusive game scene comprises a game scene which limits independent entry of each player character;
if the second target game scene where the viewed character is located belongs to a shared game scene, determining the second target game scene as a second viewing announcement area, and determining a second viewing announcement mode as a real-time viewing announcement to each player character in the second target game scene, wherein the shared game scene comprises a game scene allowing a plurality of player characters to enter together;
if the third target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to an exclusive character, determining the third target game scene as a third viewing announcement area, and determining a third viewing announcement mode that any player character interacts with the viewed character and then performs viewing announcement, wherein the exclusive character comprises a character which is independently visible for different player characters;
if the fourth target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to a public character, taking the fourth target game scene as a fourth viewing announcement area, and determining a fourth viewing announcement mode as real-time viewing announcement to each player character in the target game scene, wherein the public character comprises a character visible to any player character;
and if the viewed character is located on the UI interactive interface, determining the UI interactive interface as a fifth viewing announcement area, and determining a fifth viewing announcement mode as that a player character triggers and displays the UI interactive interface for viewing announcement.
Optionally, the announcement module is specifically configured to:
determining a first reward announcement time length based on the first reward announcement area and the reward data when the reward announcement mode comprises the first reward announcement mode, and carrying out reward announcement on any player character entering the first reward announcement area within the first reward announcement time length;
when the rewarding announcement mode comprises the second rewarding announcement mode, carrying out rewarding announcement on each player character in the second rewarding announcement area in real time;
determining a second reward announcement time length based on the third reward announcement area and the reward data when the reward announcement mode is the third reward announcement mode, and carrying out reward announcement on any player character interacting with the rewarded character in the third reward announcement area within the second reward announcement time length;
when the reward bulletin mode comprises the fourth reward bulletin mode, carrying out reward bulletin on each player character in the fourth reward bulletin area in real time;
and when the reward bulletin mode is the fifth reward bulletin mode, carrying out reward bulletin on any player character triggering and displaying the UI interactive interface within a third reward bulletin time length.
Optionally, the reward data includes a reward resource type and a reward resource quantity; the change value determination module is specifically configured to:
and determining a target change attribute corresponding to the type of the rewarded resource and a permanent change value or an aging change value of the target change attribute matched with the amount of the rewarded resource based on the attribute change rule of the rewarded character, wherein the changeable attribute comprises at least one of a fighting attribute, a defense attribute, a resource drop attribute, an appearance attribute and an affinity attribute with the rewarded character, and the rewarded character is a player character in the game.
Optionally, the apparatus further comprises: an interaction module to:
when the total reward data or the reward data of the reward role to the watched role meets a first preset condition, allocating a preset reward to the reward role and/or a first associated role of the reward role; and/or the presence of a gas in the gas,
when the total reward data or the reward data meet a second preset condition, performing preset punishment on a second associated role of the reward roles; and/or the presence of a gas in the gas,
when the total reward data meets or a third preset condition of the reward data, after any player character enters an interactive range of the rewarded character, triggering preset interaction between the rewarded character and the any player character, wherein the preset interaction comprises attack interaction of the rewarded character on other player characters except the rewarded character and/or forward interaction of the rewarded character on the rewarded character.
Optionally, the reward module is specifically configured to:
outputting a reward resource selection option when any non-player character selected is determined to belong to a reward character based on the interactive operation of any non-player character in a preset state in the game, wherein the preset state comprises an attack state and/or a non-attack state;
receiving selection operation of the reward resource selection option, and verifying whether the existing resources of the reward role contain the selected reward resource;
if yes, determining the reward data of the watched role according to the selected reward resource, otherwise, outputting prompt information to prompt the watching role to acquire the lacking reward resource.
According to yet another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the method of enjoying interaction within a game as described above.
According to yet another aspect of the present application, there is provided a computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, the processor implementing the method of enjoying interaction in a game as described above when executing the program.
With the above technical solution, the in-game reward interaction method and apparatus, the storage medium, and the computer device according to the present application determine, based on the received reward data, the target change attribute and the change value of each target change attribute among the changeable attributes corresponding to the rewarded character, and change the target change attribute of the rewarded character according to the change value. Compared with a single conversation interaction mode in the prior art, the interaction mode of the player role and the non-player role in the game is expanded, the resource utilization rate of the non-player role is improved, in addition, the game experience of the player is improved, the retention and the update of the game player are improved, and the utilization rate of a game server is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Detailed Description
The present application will be described in detail below with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
In the present embodiment, there is provided an in-game reward interaction method, as shown in fig. 1, the method including:
astep 101 of receiving reward data for a reward-subject character, wherein the reward-subject character is configured with at least one changeable attribute, and the reward-subject character comprises a non-player character in a game;
102, determining a target change attribute in the changeable attributes and a change value of the target change attribute based on the reward data;
step 103, changing the target change attribute of the viewed role according to the change value.
In the embodiment of the application, an interaction mode that a player character plays a prize to a non-player character is provided. When the player experiences the game, the non-player character can be rewarded through the controlled player character, specifically, the game resources such as the game props and the game coins of the non-player character can be rewarded, and after the non-player character is rewarded, some attribute values of the non-player character can be changed. Specifically, one or more types of changeable attributes may be previously arranged for a non-player character that can be viewed in the game, and when viewing data for a viewed character is received, one or more types of target changeable attributes among the changeable attributes and a change value for each type of target changeable attribute may be determined based on the viewing data, and the corresponding attribute of the viewed character may be changed. The reward data may include the type and number of game items that the player confirms reward, for example, the player selects 1 game item a to be reward in the game client, the game server may verify the target change attribute corresponding to the game item a and calculate the change value corresponding to 1 item, or the game server may verify the virtual value corresponding to 1 game item a and determine the target change attribute and the change value according to the size of the virtual value. The prize data may include only the number of the game resources to be viewed, and for example, the type of the prize resources corresponding to the viewed character is fixed, that is, only a certain specific game resource can be viewed by default in the prize behavior, the player only needs to select the number of the prizes in the game client, and the game server may calculate the corresponding target change attribute and the change value according to the number of the prizes. The present embodiment does not limit the specific content of the viewing data and the manner of determining the target change attribute and the change value. The embodiment of the application expands the interaction mode of the player character and the non-player character, improves the utilization rate of the non-player character, provides a consumption way for redundant game virtual resources such as game props and game coins accumulated by the player in the game, solves the problem of low activity of the game server caused by long-time idle of the game virtual resources to a certain extent, contributes to improving the game experience of the player, contributes to the retention and renewal of the player, and improves the utilization rate of the game server.
By applying the technical solution of the present embodiment, the target change attribute and the change value of each target change attribute in the changeable attribute corresponding to the viewed character are determined based on the received viewing data, and the target change attribute of the viewed character is changed according to the change value. Compared with a single conversation interaction mode in the prior art, the interaction mode of the player role and the non-player role in the game is expanded, the resource utilization rate of the non-player role is improved, in addition, the game experience of the player is improved, the retention and the update of the game player are improved, and the utilization rate of a game server is improved.
Further, as a refinement and an extension of the specific implementation of the above embodiment, in order to fully explain the specific implementation process of the embodiment, another method for enjoying interaction in a game is provided, as shown in fig. 2, the method includes:
step 201, based on the interactive operation to any non-player character in the preset state in the game, when determining that the selected non-player character belongs to the rewardable character, outputting a reward resource selection option, wherein the preset state comprises an attack state and/or a non-attack state.
In this embodiment, the player in the game may interact with any non-player character in a preset state, where the preset state may be any state of the non-player character, such as interaction with a monster character in a battle state. In addition, some of the non-player characters in the game may be provided as rewardable characters, or all of the non-player characters may be provided as rewardable characters. If all the non-player characters are the rewardable characters, directly outputting the reward resource selection options at the game client. When a part of the non-player characters are set as the rewardable characters, based on the interactive operation of the player character to any non-player character, whether any non-player character belongs to the rewardable character can be verified through the game client side or the game server, and when the non-player character belongs to the rewardable character, the game client side outputs a rewardable resource selection option for the player to select.
Step 202, receiving the selection operation of the reward resource selection option, and verifying whether the existing resources of the reward role contain the selected reward resource.
And step 203, if the reward data is contained, determining the reward data of the reward role according to the selected reward resource, otherwise, outputting prompt information to prompt the reward role to acquire the lacking reward resource.
In this embodiment, based on the selection operation of the player for the reward resource selection option, it is possible to determine the type of reward resource and the number of each reward resource selected by the player character, and verify whether there is sufficient resource in the backpack or account of the player-controlled reward character to reward, i.e., whether the existing resource of the reward character includes the reward resource selected by the player. If the reward data is contained, the reward data is determined, if the reward data is not contained, the lacking reward resource is calculated according to the existing resource and the reward resource, the player is prompted of the lacking reward resource, in addition, the reward resource can be further recommended according to the existing resource of the player, or the player is prompted to buy the lacking reward resource.
And 204, determining a target change attribute corresponding to the type of the rewarded resource and a permanent change value or an aging change value of the target change attribute matched with the amount of the rewarded resource based on an attribute change rule of the rewarded character, wherein the changeable attribute comprises at least one of a fighting capacity attribute, a defense capacity attribute, a resource dropping attribute, an appearance attribute and an affinity attribute with the rewarded character, and the rewarded character is a player character in the game.
Step 205, changing the target change attribute of the enjoyed character according to the change value.
In the above-described embodiment, the changeable attributes may specifically include a fighting power attribute, a defensive power attribute, a resource dropping attribute, an appearance attribute, and the like, for a character to be appreciated having a fighting capability, and for example, a player may reduce the fighting power and defensive power of the character to be appreciated, increase the rare resource dropping probability of the character to be appreciated, change the appearance, and the like by enjoying. For a rewarded character without fighting capabilities, the modifiable attributes may specifically include a resource drop attribute, an appearance attribute, an affinity attribute with the rewarded character, and the like, such as a probability that a player may promote the rewarded character to additionally present resources by rewarding, an affinity with the character, a modified appearance, and the like. The change of the target change attribute may be a permanent change or a temporary change, for example, the intimacy degree may be permanently increased; the appearance can be permanently changed until other appearance changes are carried out in the next appreciation operation; the appearance of the appreciated character can be changed within a period of time, and the original appearance is recovered after the time is exceeded; it is also possible to increase the resource drop probability over a period of time, change the combat power over a period of time, defensive power attributes, etc.
Step 206, obtaining a reward announcement area and a reward announcement mode of the reward role according to the scene of the reward role and/or the type of the reward role;
and step 207, carrying out reward announcement in the reward announcement area according to the reward announcement mode and the reward data, wherein the reward announcement path at least comprises the announcement of the watched character and/or an interface display announcement, and the interface display announcement path can be attached with a display special effect matched with the reward data.
In the above embodiment, the awarding behavior of the player in the game may be announced, the visible region of the announcement, that is, the awarding region, and the awarding manner may be specifically determined by the type of the character to be awarded and the type of the scene in which the character to be awarded is located, and further, the awarding behavior of the player may be announced in the corresponding awarding region according to the awarding manner under the authorization of the character, and the announcement path is not limited to the ways of interface display announcement, awarded character announcement and the like, wherein the interface display announcement path may be accompanied by display special effects matching with the awarding data, for example, the player awards high-value virtual resources or specific types of virtual resources and the like may be accompanied by more gorgeous and outstanding special effects, and for example, the player may announce by voice and action of the character to be awarded, for example, the specific types of awarded resources may trigger the character to skip one XX segment and simultaneously "deliver the award to the game The gift of (1).
In this embodiment of the present application, optionally,step 206 and step 207 may at least include the following ways:
the first method is as follows:
step 206-1, if the first target game scene where the enjoyed characters are located belongs to an exclusive game scene, determining the first target game scene as a first appreciation announcement area, and determining a first appreciation announcement mode as that when any player character enters the first target game scene, the appreciation announcement is carried out, wherein the exclusive game scene comprises a game scene which limits the independent entry of each player character;
step 207-1, determining a first reward notice duration based on the first reward notice area and the reward data when the reward notice mode comprises the first reward notice mode, and performing reward notice on any player character entering the first reward notice area within the first reward notice duration.
In this embodiment, the exclusive game scene may be a game scene in which the player character alone is restricted from entering, for example, a single-player game copy, the player character alone enters one game copy, and the other players cannot see the screen of the player in the exclusive game scene. When the scene of the viewed character belongs to the exclusive game scene, the first target game scene of the viewed character can be used as a first viewing announcement area, after the viewing character views the non-player characters in the first target game scene, other player characters or all player characters including the viewing character enter the same game scene, namely the first target game scene, the viewing announcement can be carried out, so that the effect of simulating a 'live broadcast room' taking the first target game scene as the viewed character and carrying out the viewing announcement on other players entering the 'live broadcast room' within a period of time can be realized. In addition, the reward announcement time length or the reward announcement frequency can be restrained, specifically, the first reward announcement time length or the first reward announcement frequency can be determined according to reward data, and the announcement is stopped after the time length or the frequency is exceeded.
The second method comprises the following steps:
step 206-2, if the second target game scene where the viewed character is located belongs to a shared game scene, determining the second target game scene as a second viewing announcement area, and determining a second viewing announcement manner as real-time viewing announcement to each player character in the second target game scene, wherein the shared game scene includes a game scene allowing a plurality of player characters to jointly enter;
and step 207-2, performing the reward announcement on each player character in the second reward announcement area in real time under the condition that the reward announcement mode comprises the second reward announcement mode.
In this embodiment, the shared game scenario may specifically be a game scenario allowing multiple player characters to enter together, such as a multiplayer game copy, a multiplayer battlefield, and the like, and multiple players entering the shared game scenario at the same time may share the same game progress. When the scene in which the viewed character is located belongs to the shared game scene, the second target game scene in which the viewed character is located may be used as the second viewing announcement area, and after the viewing character plays the non-player characters in the shared game scene, the viewing character may announce all the player characters in the scene in real time, specifically, the announcement time length and the announcement frequency, for example, a specific viewing resource may be announced a plurality of times according to the viewing data. And simulating a 'live broadcast room' taking the second target game scene as the watched character, and playing real-time watching announcement on other players in the 'live broadcast room'.
The third method comprises the following steps:
step 206-3, if the third target game scene where the appreciated character is located belongs to a public game scene and the appreciated character belongs to an exclusive character, determining the third target game scene as a third appreciation announcement area, and determining a third appreciation announcement mode as that any player character interacts with the appreciated character and then enjoys the appreciation announcement, wherein the exclusive character comprises a character which is independently visible for different player characters;
and step 207-3, determining a second reward notice duration based on the third reward notice area and the reward data when the reward notice mode is the third reward notice mode, and rewarding any player character interacting with the rewarded character in the third reward notice area within the second reward notice duration.
In this embodiment, the common game scene may specifically be a game world that allows all player characters to share, and the exclusive character may specifically be a non-player character that allows different players in the common game scene to share the progress independently. For example, an NPC in a public game scenario, where the initial state of the NPC is standing, and after Player A has a conversation with the NPC, the state of the NPC as seen by Player A becomes sitting-in-place, while the state of the NPC as seen by Player B remains standing. As another example, for a certain NPC in a public gaming scenario, the NPC becomes visible after some action by player A, but is still not visible to player B. When the characters to be awarded are in the public game scene and the characters to be awarded belong to the exclusive characters, the awarding announcement can be carried out by referring to the announcement mode of the first mode, specifically, the third target game scene where the characters to be awarded are located can be used as a third awarding announcement area, any player character and the characters to be awarded interact within the second awarding announcement time length and then carry out the awarding announcement, for example, after the player A awards the NPC, when the player B and the NPC have the conversation to trigger the NPC to sit in place, the player B carries out the awarding announcement, and for example, the player B carries out some operation to enable the NPC to become visible and then carry out the awarding announcement. The third target game scene is used as a live broadcast room of the enjoyed character, the interaction behavior of other players and the enjoyed character is regarded as the behavior of other players entering the live broadcast room, and the effect of enjoying and announcing other players interacting with the enjoyed character in a period of time is simulated.
The method is as follows:
step 206-4, if the fourth target game scene where the enjoyed character is located belongs to a public game scene and the enjoyed character belongs to a public character, taking the fourth target game scene as a fourth enjoyment announcement area, and determining a fourth enjoyment announcement mode as real-time enjoyment announcement to each player character in the target game scene, wherein the public character comprises a character visible to any player character;
and step 207-4, performing the reward announcement on each player character in the fourth reward announcement area in real time under the condition that the reward announcement mode comprises the fourth reward announcement mode.
In this embodiment, the common character may specifically be a non-player character whose player character shares progress, for example, after player a interacts with the NPC or some operation is performed to trigger the NPC to see, player B has the same progress and visibility as the NPC that player a sees. When the viewed character is in the public game scene and belongs to the public character, the viewing announcement can be performed in the announcement manner in the second manner, specifically, the fourth target game scene in which the viewed character is located can be used as the fourth viewing announcement area, after the viewing character plays, the real-time announcement can be performed on all player characters in the scene, specifically, the announcement duration and the announcement frequency can also be determined according to the viewing data, for example, the specific viewing resource is announced for multiple times. And simulating a 'live broadcast room' taking the fourth target game scene as the watched character, and playing real-time watching announcement on other players in the 'live broadcast room'.
The fifth mode is as follows:
and step 206-5, if the appreciated character is located in the UI interactive interface, determining the UI interactive interface as a fifth appreciation announcement area, and determining that the fifth appreciation announcement mode is that any player character triggers and displays the UI interactive interface for appreciation announcement.
And step 207-5, carrying out the reward announcement on any player character triggering and displaying the UI interactive interface within the third reward announcement time length under the condition that the reward announcement mode is the fifth reward announcement mode.
In this embodiment, the UI interactive interface may specifically include a game mall interface, a game announcement interface, and the like, which may display a UI interface of a non-player character. When the appreciated character is a non-player character in the UI interactive interface, the UI interactive interface where the appreciated character is located can be used as a fifth appreciation announcement area, and the appreciation announcement can be carried out when any player triggers and displays the UI interactive interface within the third appreciation announcement time length. For example, after player A enjoys the NPC in the mall interface, player B enjoys the advertisement when entering the mall interface. Of course, the server-wide gamer may be awarded in real time after gamer A awards the NPC of the mall interface. The method simulates a 'live broadcast room' with a UI interactive interface as a viewed character, and has the effect of viewing and announcing other players entering the 'live broadcast room' within a period of time (namely, triggering and displaying the interface).
In addition, in the embodiment of the present application, optionally, the method may further include:
when the total reward data or the reward data of the reward role to the watched role meets a first preset condition, allocating a preset reward to the reward role and/or a first associated role of the reward role; and/or the presence of a gas in the gas,
when the total reward data or the reward data meet a second preset condition, performing preset punishment on a second associated role of the reward roles; and/or the presence of a gas in the gas,
when the total reward data meets or a third preset condition of the reward data, after any player character enters an interactive range of the rewarded character, triggering preset interaction between the rewarded character and the any player character, wherein the preset interaction comprises attack interaction of the rewarded character on other player characters except the rewarded character and/or forward interaction of the rewarded character on the rewarded character.
In the above embodiments, the additional effect may also be triggered when the rewarding character satisfies a certain condition with respect to the single rewarding data (i.e., the rewarding data) or the total rewarding data of the rewarded character. In a specific application scenario, if the total reward data or the single reward data satisfies a first preset condition, an additional preset reward, such as a gift, an in-game announcement, or the like, may be allocated to the reward character, the house in which the reward character is located, the family, or the first associated character of the in-community player character, that is, the reward character, where the first preset condition may be that the reward data includes a certain amount of a specific game resource or that the value of the reward resource exceeds a preset value. If the total reward data or the single reward data satisfies the second preset condition, a preset penalty may be imposed on the second associated character of the reward character, for example, a weakening state may be imposed on the player character in the opponent's opponent house, opponent family, or opponent community, to reduce the fighting power, defensive power, or the like. If the total reward data or the single reward data meets the third preset condition, additional active interaction between the rewarded character and the player character in the game can be triggered, for example, after the rewarded character enters the interaction range of the rewarded character, the rewarded character can attack other player characters, and the rewarded character can also trigger friendly forward interaction in the forms of calling, dancing, firework playing and the like with the rewarded character. In addition, the second preset condition and the third preset condition may be set in a similar manner to the first preset condition, and are not limited herein.
In addition, after the rewarding character rewrites the rewarded character, that is, after receiving the rewarding data of the rewarding character, thesteps 206 and 207 may be directly executed to perform the rewarding announcement without changing the attribute of the rewarding character, so as to constitute another rewarding interaction method.
Further, as a specific implementation of the method in fig. 1, an embodiment of the present application provides an in-game reward interaction apparatus, as shown in fig. 3, the apparatus includes:
the system comprises a reward module, a reward module and a reward module, wherein the reward module is used for receiving reward data of a reward character, the reward character is configured with at least one changeable attribute, and the reward character comprises a non-player character in a game;
a change value determination module, configured to determine, based on the reward data, a target change attribute in the changeable attributes and a change value of the target change attribute;
and the attribute changing module is used for changing the target changing attribute of the viewed role according to the changing value.
Optionally, the apparatus further comprises:
the announcement information acquisition module is used for acquiring the appreciation announcement area and the appreciation announcement mode of the enjoyed role according to the scene of the enjoyed role and/or the type of the enjoyed role after receiving the appreciation data of the enjoyed role;
and the advertisement module is used for carrying out reward advertisement in the reward advertisement area according to the reward advertisement mode and the reward data, wherein the reward advertisement path at least comprises the reward through the watched role and/or an interface display advertisement, and the interface display advertisement path can be attached with a display special effect matched with the reward data.
Optionally, the announcement information obtaining module is specifically configured to:
if the first target game scene where the viewed characters are located belongs to an exclusive game scene, determining the first target game scene as a first viewing announcement area, and determining a first viewing announcement mode as a viewing announcement when any player character enters the first target game scene, wherein the exclusive game scene comprises a game scene which limits independent entry of each player character;
if the second target game scene where the viewed character is located belongs to a shared game scene, determining the second target game scene as a second viewing announcement area, and determining a second viewing announcement mode as a real-time viewing announcement to each player character in the second target game scene, wherein the shared game scene comprises a game scene allowing a plurality of player characters to enter together;
if the third target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to an exclusive character, determining the third target game scene as a third viewing announcement area, and determining a third viewing announcement mode that any player character interacts with the viewed character and then performs viewing announcement, wherein the exclusive character comprises a character which is independently visible for different player characters;
if the fourth target game scene where the viewed character is located belongs to a public game scene and the viewed character belongs to a public character, taking the fourth target game scene as a fourth viewing announcement area, and determining a fourth viewing announcement mode as real-time viewing announcement to each player character in the target game scene, wherein the public character comprises a character visible to any player character;
and if the viewed character is located on the UI interactive interface, determining the UI interactive interface as a fifth viewing announcement area, and determining a fifth viewing announcement mode as that a player character triggers and displays the UI interactive interface for viewing announcement.
Optionally, the announcement module is specifically configured to:
determining a first reward announcement time length based on the first reward announcement area and the reward data when the reward announcement mode comprises the first reward announcement mode, and carrying out reward announcement on any player character entering the first reward announcement area within the first reward announcement time length;
when the rewarding announcement mode comprises the second rewarding announcement mode, carrying out rewarding announcement on each player character in the second rewarding announcement area in real time;
determining a second reward announcement time length based on the third reward announcement area and the reward data when the reward announcement mode is the third reward announcement mode, and carrying out reward announcement on any player character interacting with the rewarded character in the third reward announcement area within the second reward announcement time length;
when the reward bulletin mode comprises the fourth reward bulletin mode, carrying out reward bulletin on each player character in the fourth reward bulletin area in real time;
and when the reward bulletin mode is the fifth reward bulletin mode, carrying out reward bulletin on any player character triggering and displaying the UI interactive interface within a third reward bulletin time length.
Optionally, the reward data includes a reward resource type and a reward resource quantity; the change value determination module is specifically configured to:
and determining a target change attribute corresponding to the type of the rewarded resource and a permanent change value or an aging change value of the target change attribute matched with the amount of the rewarded resource based on the attribute change rule of the rewarded character, wherein the changeable attribute comprises at least one of a fighting attribute, a defense attribute, a resource drop attribute, an appearance attribute and an affinity attribute with the rewarded character, and the rewarded character is a player character in the game.
Optionally, the apparatus further comprises: an interaction module to:
when the total reward data or the reward data of the reward role to the watched role meets a first preset condition, allocating a preset reward to the reward role and/or a first associated role of the reward role; and/or the presence of a gas in the gas,
when the total reward data or the reward data meet a second preset condition, performing preset punishment on a second associated role of the reward roles; and/or the presence of a gas in the gas,
when the total reward data meets or a third preset condition of the reward data, after any player character enters an interactive range of the rewarded character, triggering preset interaction between the rewarded character and the any player character, wherein the preset interaction comprises attack interaction of the rewarded character on other player characters except the rewarded character and/or forward interaction of the rewarded character on the rewarded character.
Optionally, the reward module is specifically configured to:
outputting a reward resource selection option when any non-player character selected is determined to belong to a reward character based on the interactive operation of any non-player character in a preset state in the game, wherein the preset state comprises an attack state and/or a non-attack state;
receiving selection operation of the reward resource selection option, and verifying whether the existing resources of the reward role contain the selected reward resource;
if yes, determining the reward data of the watched role according to the selected reward resource, otherwise, outputting prompt information to prompt the watching role to acquire the lacking reward resource.
It should be noted that, other corresponding descriptions of the functional units related to the in-game appreciation interaction device provided in the embodiment of the present application may refer to the corresponding descriptions in the methods of fig. 1 to fig. 2, and are not described herein again.
Based on the methods shown in fig. 1 to 2, correspondingly, the embodiment of the present application further provides a storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the method for enjoying interaction in a game shown in fig. 1 to 2.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the above methods shown in fig. 1 to fig. 2 and the virtual device embodiment shown in fig. 3, in order to achieve the above object, an embodiment of the present application further provides a computer device, which may specifically be a personal computer, a server, a network device, and the like, where the computer device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the above-described in-game appreciation interaction method as shown in fig. 1 to 2.
Optionally, the computer device may also include a user interface, a network interface, a camera, Radio Frequency (RF) circuitry, sensors, audio circuitry, a WI-FI module, and so forth. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., a bluetooth interface, WI-FI interface), etc.
It will be appreciated by those skilled in the art that the present embodiment provides a computer device architecture that is not limiting of the computer device, and that may include more or fewer components, or some components in combination, or a different arrangement of components.
The storage medium may further include an operating system and a network communication module. An operating system is a program that manages and maintains the hardware and software resources of a computer device, supporting the operation of information handling programs, as well as other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and other hardware and software in the entity device.
From the above description of the embodiments, it is clear to those skilled in the art that the present application can be realized by software and a necessary general-purpose hardware platform, and also can be realized by hardware, which determines a target change attribute and a change value of each target change attribute in changeable attributes corresponding to a viewed character based on received viewing data, and changes the target change attribute of the viewed character according to the change value. Compared with a single conversation interaction mode in the prior art, the interaction mode of the player role and the non-player role in the game is expanded, the resource utilization rate of the non-player role is improved, in addition, the game experience of the player is improved, the retention and the update of the game player are improved, and the utilization rate of a game server is improved.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.