Event message broadcasting method and device, storage medium, and electronic device

By monitoring the triggering of summoning props and generating non-player control characters without factions, the rendering pressure problem caused by timeline activation in the existing technology is solved, and the game playability and running performance is improved.

CN112337090BActive Publication Date: 2025-02-14CHONGQING PERFECT WORLD INTERACTIVE TECH CO LTD
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Patent Information

Application Number
CN202011232327.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-11-06
Publication Date
2025-02-14
Estimated Expiration
2040-11-06

AI Technical Summary

Technical Problem

In the prior art, activating non-player control characters through timelines results in an increase in hardware rendering pressure, reducing the playability of the game.

Method used

By monitoring the triggering of summoning props in the game scene, obtain the triggering time and position, and determine whether the preset conditions are matched. If it matches, activate the summoning props and generate non-player control characters without camps, and broadcast event messages in the game scene to notify other people. Player.

Benefits of technology

It realizes random triggering of non-player control characters at any time in the game, alleviating rendering pressure and improving game running performance and playability.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a method and device for broadcasting event messages, a storage medium, and an electronic device, wherein the method includes: monitoring whether a summoning item is triggered in a game scene; if the summoning item is triggered in the game scene, obtaining the triggering time and triggering position of the summoning item; judging whether the triggering time and the triggering position match a preset condition; if the triggering time and the triggering position match the preset condition, activating the summoning item, and generating a non-player-controlled character corresponding to the summoning item in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene; broadcasting event messages to online player characters within a preset map range of the game scene. The present invention can improve game running performance and enhance user experience.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a method and device for broadcasting an event message, a storage medium, and an electronic device. Background Art

[0002] In fighting games, such as MOBA games (Multiplayer Online Battle Arena) or other types of role-playing games (RPG), players are responsible for playing the role in a realistic or fictional world. Some interactive characters in the game scene are non-player characters (Non-Player Characters).

[0003] In the related art, in order to advance the plot of the virtual game, it is necessary to activate and display multiple non-player-controlled characters in the game scene. However, the non-player-controlled characters in the related art are activated according to the timeline of the game. For example, the final monster / character (or big boss) is activated 5 minutes after the start of the game, or all non-player-controlled characters are activated in the map at the beginning of the game. This undoubtedly increases the rendering pressure and operating pressure of the hardware at a specific time, and also reduces the playability of the game.

[0004] With respect to the above-mentioned problems existing in the related technologies, no effective solutions have been found so far. Summary of the invention

[0005] The embodiments of the present invention provide a method and device for broadcasting an event message, a storage medium, and an electronic device.

[0006] According to one embodiment of the present invention, a method for broadcasting an event message is provided, comprising: monitoring whether a summoning item is triggered in a game scene; if the summoning item is triggered in the game scene, obtaining the triggering time and triggering position of the summoning item; judging whether the triggering time and the triggering position match a preset condition; if the triggering time and the triggering position match the preset condition, activating the summoning item, and generating a non-player-controlled character corresponding to the summoning item in the game scene, wherein the non-player-controlled character is a non-camp character in the game scene; broadcasting an event message to an online player character within a preset map range of the game scene, wherein the event message is used to notify the appearance of the non-player-controlled character in the current game scene.

[0007] Optionally, after monitoring whether the summoning item is triggered in the game scene, the method further includes: if the summoning item is triggered in the game scene, locating the first player character that triggers the summoning item according to the trigger instruction; and allocating a first game resource to the first player character, wherein the first game resource is used to unlock a designated skill button.

[0008] Optionally, generating a non-player-controlled character corresponding to the summoning prop in the game scene includes: reading rendering resources and AI scripts of the non-player-controlled character in a preset non-player-controlled character resource library; using the rendering resources to render and generate a character form of the non-player-controlled character at a specified location in the game scene, and configuring the AI ​​script for the character form.

[0009] Optionally, after the player characters within a preset map range of the game scene broadcast an event message, the method further includes: detecting attack instructions output by player characters of multiple camps, and detecting defense instructions output by the non-player-controlled characters; updating the current health value of the non-player-controlled characters based on the attack instructions and the defense instructions; and deleting the non-player-controlled characters in the game scene when the current health value of the non-player-controlled characters reaches a preset threshold.

[0010] Optionally, updating the current life value of the non-player-controlled character based on the attack instruction and the defense instruction includes: calculating the life decay value generated by the attack instruction for the non-player-controlled character, and calculating the life recovery value generated by the defense instruction; updating the current life value of the non-player-controlled character based on the life decay value and the life recovery value.

[0011] Optionally, the method further includes: when the current health value of the non-player-controlled character reaches a preset threshold, locating a second player character among the player characters of the multiple camps, wherein the second player character is a player character that outputs an attack instruction to the non-player-controlled character and generates a health decay value at the last moment before the current health value of the non-player-controlled character reaches the preset threshold; allocating second game resources to the second player character, allocating a first amount of third game resources to all player characters in the designated camp where the second player character is located, and allocating a second amount of third game resources to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

[0012] Optionally, when the current health value of the non-player-controlled character reaches a preset threshold, the method further includes: generating a virtual prop in the game scene; responding to a transport instruction of a third player character, binding the virtual prop to the third player character, and starting a transport timer; if the transport timer reaches a preset duration, generating a fourth game resource in the game scene based on the virtual prop.

[0013] Optionally, generating a fourth game resource in the game scene based on the virtual prop includes: responding to an opening instruction of a fourth player character, reading the carrying time of the virtual prop, wherein the fourth player character is the current carrying character of the virtual prop; generating a third amount of the fourth game resource in the game scene based on the carrying time, wherein the third amount is positively correlated with the carrying time.

[0014] Optionally, after binding the virtual item to the third player character, the method further includes: responding to a transfer instruction from a fifth player character for the virtual item, rebinding the virtual item to the fifth player character, and restarting the transport timer.

[0015] Optionally, broadcasting the event message to online player characters within a preset map range of the game scene includes one of the following: broadcasting the event message to all online player characters of a game server; selecting N camps from M camps in the game scene, wherein the game scene includes multiple camps that compete for game resources, and each camp includes a number of player characters; broadcasting the event message to the player characters in the N camps, wherein M≥N, M, N are both positive integers.

[0016] Optionally, selecting N camps from the M camps in the game scene includes: separately counting the total combat values ​​of the M camps in the game server; selecting N camps from the M camps that are closest to the total combat value of the summoning camp, wherein the summoning camp is the camp where the summoned player character of the summoning item is located.

[0017] Optionally, determining whether the trigger time and the trigger position match a preset condition includes: determining whether the trigger time matches a predetermined time period, and determining whether the trigger position is within a camp range of a camp where a first player character is located, wherein each camp includes a number of player characters, and the map range in the game scene includes multiple camp ranges; if the trigger time matches a predetermined time period, and the trigger position is within the camp range of the camp where the first player character is located, it is determined that the trigger time and the trigger position match the preset condition.

[0018] Optionally, before monitoring whether the summoning item is triggered in the game scene, the method also includes: obtaining a first number of players who are currently online in the game scene, and / or obtaining a second number of players who are currently online in the enemy camp in the game scene; judging whether the first number of players is greater than a first threshold, and / or judging whether the second number of players is greater than a second threshold; if the first number of players is greater than the first threshold, and / or the second number of players is greater than the second threshold, determining whether the summoning item is triggered in the game scene.

[0019] According to another embodiment of the present invention, there is provided a device for broadcasting an event message, comprising: a monitoring module, for monitoring whether a summoning item is triggered in a game scene; a first acquisition module, for acquiring the triggering time and triggering position of the summoning item if the summoning item is triggered in the game scene; a first judgment module, for judging whether the triggering time and the triggering position match a preset condition; a first generation module, for activating the summoning item if the triggering time and the triggering position match the preset condition, and generating a non-player-controlled character corresponding to the summoning item in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene; and a broadcasting module, for broadcasting event messages to online player characters within a preset map range of the game scene, wherein the event message is used to notify the appearance of the non-player-controlled character in the current game scene.

[0020] Optionally, the device also includes: a first positioning module, which is used to locate the first player character who triggers the summoning prop according to the trigger instruction after the monitoring module monitors whether the summoning prop is triggered in the game scene, if the summoning prop is triggered in the game scene; a first allocation module, which is used to allocate a first game resource to the first player character, wherein the first game resource is used to unlock a designated skill button.

[0021] Optionally, the first generation module includes: a reading unit, used to read the rendering resources and AI scripts of the non-player-controlled character from a preset non-player-controlled character resource library; a generation unit, used to use the rendering resources to render and generate the character form of the non-player-controlled character at a specified position of the game scene, and configure the AI ​​script for the character form.

[0022] Optionally, the device also includes: a detection module, which is used to detect attack instructions output by player characters of multiple camps and detect defense instructions output by the non-player-controlled character after the broadcast module broadcasts an event message to the player character within a preset map range of the game scene; an update module, which is used to update the current health value of the non-player-controlled character based on the attack instruction and the defense instruction; and a deletion module, which is used to delete the non-player-controlled character in the game scene when the current health value of the non-player-controlled character reaches a preset threshold.

[0023] Optionally, the update module includes: a calculation unit, used to calculate the life decay value generated by the attack instruction for the non-player-controlled character, and to calculate the life recovery value generated by the defense instruction; an update unit, used to update the current life value of the non-player-controlled character based on the life decay value and the life recovery value.

[0024] Optionally, the device also includes: a second positioning module, used to locate a second player character among the player characters in the multiple camps when the current life value of the non-player-controlled character reaches a preset threshold, wherein the second player character is a player character that outputs an attack instruction to the non-player-controlled character and generates a life decay value at the last moment before the current life value of the non-player-controlled character reaches the preset threshold; a second configuration module, used to allocate second game resources to the second player character, allocate a first amount of third game resources to all player characters in the designated camp where the second player character is located, and allocate a second amount of third game resources to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

[0025] Optionally, the device also includes: a second generation module, used to generate a virtual prop in the game scene when the current health value of the non-player-controlled character reaches a preset threshold; a first binding module, used to respond to the transportation instruction of the third player character, bind the virtual prop to the third player character, and start the transportation timer; a third generation module, used to generate a fourth game resource in the game scene based on the virtual prop if the transportation timer reaches a preset duration.

[0026] Optionally, the third generation module includes: a reading unit, used to respond to the start instruction of the fourth player character, and read the transportation time of the virtual prop, wherein the fourth player character is the current transportation character of the virtual prop; a generation unit, used to generate a third amount of fourth game resources in the game scene based on the transportation time, wherein the third amount is positively correlated with the transportation time.

[0027] Optionally, the device also includes: a second binding module, which is used to respond to the transfer instruction of the fifth player character for the virtual prop after the first binding module binds the virtual prop to the third player character, rebind the virtual prop to the fifth player character, and restart the transport timer.

[0028] Optionally, the broadcast module includes one of the following: a first broadcast unit, used to broadcast the event message to all online player characters of the game server; a second broadcast unit, used to select N camps from M camps in the game scene, wherein the game scene includes multiple camps competing for game resources, and each camp includes a number of player characters; broadcast the event message to the player characters in the N camps, wherein M≥N, M, N are both positive integers.

[0029] Optionally, the second broadcast unit includes: a statistical subunit, used to respectively count the total combat values ​​of M camps in the game server; and a selection subunit, used to select N camps among the M camps whose total combat values ​​are closest to the summoning camp, wherein the summoning camp is the camp where the summoned player character of the summoning item is located.

[0030] Optionally, the first judgment module includes: a judgment unit, used to judge whether the trigger time matches a predetermined time period, and whether the trigger position is within the camp range of the camp where the first player character is located, wherein each camp includes a number of player characters, and the map range in the game scene includes multiple camp ranges; a determination unit, used to determine that the trigger time and the trigger position match a preset condition if the trigger time matches a predetermined time period and the trigger position is within the camp range of the camp where the first player character is located.

[0031] Optionally, the device also includes: a second acquisition module, used to acquire a first number of current online players in the game scene, and / or, acquire a second number of current online players in the enemy camp in the game scene, before the monitoring module monitors whether the summoning prop is triggered in the game scene; a second judgment module, used to judge whether the first number of players is greater than a first threshold, and / or, judge whether the second number of players is greater than a second threshold; a determination module, used to determine whether the summoning prop is triggered in the game scene if the first number of players is greater than the first threshold, and / or, the second number of players is greater than the second threshold.

[0032] According to yet another embodiment of the present invention, a storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the steps of any one of the above method embodiments when running.

[0033] According to yet another embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0034] Through the present invention, it is monitored whether the summoning prop is triggered in the game scene. If the summoning prop is triggered in the game scene, a non-player-controlled character corresponding to the summoning prop is generated in the game scene; an online player character broadcasts an event message within a preset map range of the game scene, and the summoning prop is triggered and generated in the game scene. The player can randomly trigger the non-player-controlled character at any time in the game, which alleviates the technical problem of high rendering pressure caused by triggering the non-player-controlled character through the timeline in the related art, can improve the game running performance while enhancing the game playability and user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0036] Figure 1 It is a hardware structure block diagram of a computer for broadcasting event messages according to an embodiment of the present invention;

[0037] Figure 2 is a flow chart of a method for broadcasting an event message according to an embodiment of the present invention;

[0038] Figure 3 is a schematic diagram of a game scene according to an embodiment of the present invention;

[0039] Figure 4 is a structural block diagram of a device for broadcasting event messages according to an embodiment of the present invention;

[0040] Figure 5 It is a structural diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0041] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only embodiments of a part of the present application, not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present application. It should be noted that the embodiments in the present application and the features in the embodiments can be combined with each other without conflict.

[0042] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0043] Example 1

[0044] The method embodiment provided in the first embodiment of the present application can be executed in a mobile phone, tablet, server, computer or similar electronic terminal. Taking running on a computer as an example, Figure 1 FIG. 1 is a hardware structure block diagram of a computer for broadcasting event messages according to an embodiment of the present invention. Figure 1 As shown, the computer 10 may include one or more ( Figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data. Optionally, the computer may also include a transmission device 106 and an input / output device 108 for communication functions. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above-mentioned computer. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations shown.

[0045] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a method for broadcasting an event message in an embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, to implement the above method. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the computer 10 via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof. In this embodiment, the processor 104 is used to respond to human-computer interaction instructions and game strategies, and control the target virtual character to perform specified operations to complete the game task. The memory 104 is used to store program scripts, configuration information, attribute information of virtual characters, etc. of electronic games.

[0046] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the computer 10. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0047] Optionally, the input-output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through a human-computer interaction interface, and for presenting a game screen in a game scene;

[0048] In this embodiment, a method for broadcasting an event message is provided. Figure 2 FIG. 1 is a flow chart of a method for broadcasting an event message according to an embodiment of the present invention. Figure 2 As shown, the process includes the following steps:

[0049] Step S202, monitoring whether the summoning prop is triggered in the game scene;

[0050] The game scene of this embodiment can be a world scene or a copy scene in a virtual game, or a task scene (belonging to a copy) of a certain game task, wherein the summoning props are a type of game elements pre-issued or allocated by the game server, such as tokens, weapons, books, treasure boxes, etc.

[0051] Step S204, if the summoning prop is triggered in the game scene, obtain the triggering time and triggering position of the summoning prop;

[0052] After the triggering action is detected, the triggering time and triggering position of the summoning item are further obtained.

[0053] Step S206, determining whether the trigger time and trigger position match the preset conditions;

[0054] Step S208, if the trigger time and the trigger position match the preset conditions, the summoning item is activated, and a non-player-controlled character corresponding to the summoning item is generated in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene;

[0055] In this embodiment, a mapping relationship is preconfigured between the summoning props and the non-player characters (Non-Player Characters, non-player controlled characters). The mapping relationship is configured on the game server or the game client. After the non-player controlled characters are generated, the player characters (Player-Controlled Characters, player characters or player-controlled characters) of the main controlling player can interact with the non-player controlled characters, such as attacking each other, snatching resources in the game scene, etc. The non-camp characters have no camp attributes in the game scene, and can attack any player characters or non-player characters of any camp, and be attacked by any player characters or non-player characters of any camp;

[0056] Step S210, broadcasting an event message to online player characters within a preset map range of the game scene, wherein the event message is used to notify the presence of a non-player-controlled character in the current game scene;

[0057] The copy of the gameplay event of this embodiment can broadcast event messages to the player characters in the world scene when running in the game scene of the copy according to the strategy or plot of the virtual game. The player characters in the world scene can switch to the copy and participate in the gameplay event by clicking on the message. When running in the world scene, the event message can be directly broadcast to all player characters in the scene. The player characters in the same world scene can move to the location of the non-player-controlled character in the game map and participate in the gameplay event by clicking on the message.

[0058] Since the generation time of non-player-controlled characters is related to the trigger time and position and is random, notifying other player characters by broadcasting messages can improve the sense of participation in multiplayer online games.

[0059] Through the above steps, it is monitored whether the summoning props are triggered in the game scene. If the summoning props are triggered in the game scene, a non-player-controlled character corresponding to the summoning props is generated in the game scene; an event message is broadcast to online player characters within the preset map range of the game scene, and the summoning props are used to trigger and generate non-player-controlled characters in the game scene. Players can randomly trigger non-player-controlled characters at any time in the game, which solves the technical problem of triggering non-player-controlled characters through timelines in related technologies, resulting in high rendering pressure, and can improve game running performance while enhancing game playability and user experience.

[0060] In one implementation of this embodiment, after monitoring whether the summoning prop is triggered in the game scene, it also includes: if the summoning prop is triggered in the game scene, locating the first player character that triggers the summoning prop according to the trigger instruction; allocating the first game resource to the first player character, wherein the first game resource is used to unlock a designated skill button.

[0061] When the summoning prop of this embodiment is triggered in the game scene, the first player character issues a trigger instruction through the interaction button of the user interaction interface, and the client generates a trigger message according to the trigger instruction and the identification information of the first player character, and sends it to the game server. The game server receives the trigger message, locates the first player character according to the identification information of the first player character in the trigger message, and allocates the first game resource to the first player character.

[0062] Optionally, before monitoring whether the summoning item is triggered in the game scene, the solution of this embodiment also includes: selecting a game account that meets predetermined conditions in a game account list of the game server, and allocating the summoning item to the game account.

[0063] The props that trigger this gameplay are rare resources in the game, and players can obtain them from the main line or copy tasks. For example, the system allocates a summoning prop to the gang camp with the highest camp points. The gang can auction the gang member with the highest bid to get the summoning prop. After obtaining the summoning prop, the player can initiate the action of summoning BOSS (the abbreviation of a combat non-player controlled character in online games) to trigger the BOSS and obtain the first game resource at the same time, such as prop fragments. By accumulating a certain number of prop fragments, the player character can unlock the designated skill button and add the designated skill button to the skill control interface (based on the original basic skill button), such as permanently or for a period of time unlocking a unique skill or a certain big move skill. The unique skill can improve the player's combat value and level.

[0064] In one implementation of this embodiment, generating a non-player-controlled character corresponding to a summoning prop in a game scene includes: reading rendering resources and AI scripts of the non-player-controlled character in a preset non-player-controlled character resource library; using the rendering resources to render and generate a character form of the non-player-controlled character at a specified location in the game scene, and configuring an AI script for the character form.

[0065] In the game scene of this embodiment, the non-player controlled characters triggered by the summoning props are used to interact with the player characters or other non-player controlled characters, increasing the playability of the game, allowing players to have fun in the game, promoting the development of the game, and creating a game atmosphere. The process of playing the game is an interactive process with multiple non-player controlled characters.

[0066] As a type of game element in the game scene, non-player-controlled characters are composed of character forms and AI (artificial intelligence) scripts on the game server or game client. The character forms include UI attributes such as the appearance and color of the non-player-controlled characters in the game. The AI ​​scripts encapsulate the running logic code of the non-player-controlled characters, that is, the interaction logic code between the non-player-controlled characters and other game elements (such as player characters).

[0067] The character forms of non-player controlled characters include monsters, shop owners, mercenaries, innkeepers, explorers, BOSS, interactive scene objects, etc. The AI ​​script determines whether the non-player controlled character is smart, and gives the real player the feeling of whether it is interesting to interact with a non-player controlled character. The AI ​​script of this embodiment includes FSM (finite state machine) and FuSM (fuzzy state machine), and the real-time state of the non-player controlled character in the game scene is controlled by the state, for example, including the following three states: wandering, fighting, and chasing, the initial state is "wandering", and the first state can be set as the default state or the initial state. When the first condition is detected in the game scene, the first state is switched to the second state, and when the second condition is detected, the second state is switched to the third state. When the third condition is detected within a predetermined time or the first condition is not detected, the third state is switched back to the first state. The non-player controlled character corresponds to different character forms in different states, and the corresponding AI script runs in each state.

[0068] In this embodiment, after the player character in the preset map range of the game scene broadcasts the event message, the process further includes:

[0069] S11, detecting attack commands output by player characters of multiple camps, and detecting defense commands output by non-player-controlled characters;

[0070] The game scene of this embodiment includes a map, which includes multiple camps, each camp corresponds to a gang or team, and each camp includes multiple camp characters. After a player of a certain camp uses a summoning prop to trigger a non-player controlled character (such as a BOSS) at a specific location in the map, the system broadcasts the event in the large map and invites players from other camps to participate in the event. In some scenarios, the triggering time period and triggering position of the summoning prop can also be configured. Players with summoning props can only summon and trigger the summoning path to generate a BOSS in a specific time period (such as 19:00-22:00 every day), and / or when the number of online players exceeds a predetermined number, or when the number of players in other camps meets a certain number, so as to balance the forces of all parties in the game and ensure the fairness of the game.

[0071] In an implementation scenario of this embodiment, before monitoring whether the summoning prop is triggered in the game scene, it also includes: obtaining the first number of players who are currently online in the game scene, and / or obtaining the second number of players who are currently online in the enemy camp in the game scene; judging whether the first number of players is greater than a first threshold, and / or judging whether the second number of players is greater than a second threshold; if the first number of players is greater than the first threshold, and / or the second number of players is greater than the second threshold, determining whether the monitoring summoning prop is triggered in the game scene.

[0072] In an implementation manner of the present embodiment, determining whether the trigger time and the trigger position match the preset conditions includes: determining whether the trigger time matches the predetermined time period, and determining whether the trigger position is within the camp range of the camp where the first player character is located, wherein each camp includes a number of player characters, and the map range in the game scene includes multiple camp ranges; if the trigger time matches the predetermined time period, and the trigger position is within the camp range of the camp where the first player character is located, it is determined that the trigger time and the trigger position match the preset conditions; if the trigger time does not match the predetermined time period, and / or the trigger position is not within the camp range of the camp where the first player character is located, it is determined that the trigger time and the trigger position do not match the preset conditions.

[0073] The non-player controlled characters in the game scene are neutral non-player controlled characters relative to the player characters of all camps. They can attack any player of any camp, and players of any camp can also attack the BOSS. At the same time, players of all camps can also attack each other, forming a big fight. If the player has not killed the BOSS after a certain period of time after the trigger, the BOSS will directly leave the battlefield or disappear, and all players will not be able to obtain the game resources allocated for attacking or killing the BOSS.

[0074] S12, updating the current health value of the non-player controlled character based on the attack command and the defense command;

[0075] In one embodiment, updating the current health value of the non-player-controlled character based on attack instructions and defense instructions includes: calculating the life decay value generated by the attack instruction for the non-player-controlled character, and calculating the life recovery value generated by the defense instruction; updating the current health value of the non-player-controlled character based on the life decay value and the life recovery value.

[0076] Figure 3 3 is a schematic diagram of a game scene of an embodiment of the present invention. In an example, there are two camps, camp A and camp B. The player characters of camp A include member 1, member 2, and member 3, and the player characters of camp B include member 4 and member 5. Member 1, member 2, member 3, member 4, and member 5 respectively issue attack instructions to the non-player-controlled character in the middle, causing damage values ​​of m1, m2, m3, m4, and m5 respectively. The damage values ​​are converted into life attenuation values, which are n1, n2, n3, n4, and n5 respectively. After the non-player-controlled character receives the attack, a defense instruction is triggered, and the life recovery value is k, and the initial life value is h. The current life value of the non-player-controlled character is calculated as h+k-(n1+n2+n3+n4+n5), and is updated in real time according to the update cycle.

[0077] S13, when the current health value of the non-player-controlled character reaches a preset threshold, the non-player-controlled character is deleted in the game scene.

[0078] Optionally, the preset threshold is 0, and when the health value of the non-player-controlled character is 0, the non-player-controlled character dies in the game scene.

[0079] In some implementations of this embodiment, it also includes: when the current health value of the non-player-controlled character reaches a preset threshold, locating a second player character among the player characters of multiple camps, wherein the second player character is a player character that outputs an attack command to the non-player-controlled character and generates a health decay value at the last moment before the current health value of the non-player-controlled character reaches the preset threshold; allocating second game resources to the second player character, allocating a first amount of third game resources to all player characters in the designated camp where the second player character is located, and allocating a second amount of third game resources to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

[0080] When locating the second player character, this embodiment can be implemented in the following manner: when the player character triggers and sends an attack instruction, the attack instruction carries a timestamp; before the non-player-controlled character dies, the game server normally receives and saves the attack instruction; after the non-player-controlled character dies, the game server refuses to receive or deletes invalid attack instructions; by parsing the timestamps in the attack instructions, the sender corresponding to the attack instruction with the latest timestamp is located as the second player character; before the non-player-controlled character dies, the game server receives the attack instructions sent by the game client and sorts the attack instructions according to the receiving time; after the non-player-controlled character dies, the game server refuses to receive or deletes invalid attack instructions; by searching for the last attack instruction in the sequence, the sender corresponding to the attack instruction is located as the second player character.

[0081] In some implementation scenarios of this embodiment, when the current health value of the non-player-controlled character reaches a preset threshold, it also includes: generating a virtual prop in the game scene; responding to a transport instruction of a third player character, binding the virtual prop to the third player character, and starting a transport timer; if the transport timer reaches a preset duration, generating a fourth game resource in the game scene based on the virtual prop.

[0082] Optionally, the virtual prop may be a non-player-controlled prop such as a treasure chest. After being generated, the virtual prop can be opened after a certain period of time and generate game resources in the game scene, and the player character can obtain the generated game resources.

[0083] In some examples, the virtual props can be transferred between multiple player characters, for example, between two player characters in the same camp, and when a player character is killed by a player character in another camp, the player character in the other camp can also obtain the virtual props through transfer. After the virtual props are bound to the third player character, the method further includes: responding to a transfer instruction (such as a transfer request, killing, etc.) from the fifth player character for the virtual props, rebinding the virtual props to the fifth player character, and restarting the transport timer.

[0084] In some examples, generating a fourth game resource in a game scene based on a virtual prop includes: responding to an opening instruction of a fourth player character, reading the carrying time of the virtual prop, wherein the fourth player character is the current carrying character of the virtual prop; generating a third amount of the fourth game resource in the game scene based on the carrying time, wherein the third amount is positively correlated with the carrying time.

[0085] Optionally, the carrying time of the virtual item can be the carrying time of the fourth player character, that is, the current timing time of the carrying timer, or it can be the time from generation to opening, which can be obtained by calculating the total time of the carrying timer, as long as the time is recorded each time the carrying timer is restarted.

[0086] In this embodiment, when the game server settles the rewards, the rewards are distributed in the form of game resources, which can be virtual gold coins, points, item fragments, skill fragments and other forms of virtual resources, including personal rewards and team rewards of the camp. Players who participate in the event (regardless of which camp) can get participation rewards, summoned players can get additional rewards (such as fragments of the Sunflower Manual), the camp to which the player belongs can get additional rewards, and the player and the camp that finally kills the BOSS can also get additional rewards.

[0087] Optionally, the online player character broadcast event message within the preset map range of the game scene includes the following examples:

[0088] Example 1: Broadcasting event messages to all online player characters on the game server;

[0089] In order to ensure that all players can participate in the game, all players can be allowed to participate, regardless of camp, and event messages can be broadcast to all online player characters.

[0090] Example 2: Select N camps from M camps whose total combat value is closest to that of the summoning camp, where the summoning camp is the camp where the summoning player character of the summoning item is located.

[0091] In an implementation based on Example 2, selecting N camps from M camps in a game scene includes: separately counting the total combat values ​​of the M camps in the game server; selecting N camps from the M camps that are closest to the total combat values ​​of the summoning camp, wherein the summoning camp is the camp where the summoning player character of the summoning item is located.

[0092] In one example, selecting N camps from M camps that are closest to the total combat value of the summoning camp includes: sorting the total combat values ​​of the M camps to obtain a combat value sequence, locating the sequence position of the camp where the first player character (the player character that triggers the summoning item) is located in the combat value sequence, selecting N camps in the combat value sequence with the sequence position as the center position, and when the sequence position is at the end of the combat value sequence, N camps with the smallest sequence spacing from the sequence position can be selected in the combat value sequence.

[0093] In some instances, when there are many online players on the game server, to ensure the experience of each player and the fairness and playability of the game, in this event, the total combat power of multiple camps participating in the event is the same or similar (obtained by calculating the attribute values such as the attack power, defense power, movement ability, health recovery ability, and skill combination of all players in the camp). When there are M camps in the map, after each BOSS is summoned, players from N (N < M) camps are notified to participate. The total combat power of these N camps is closest to the total combat power of the camp where the player who summoned the BOSS is located, or the maximum difference in the total combat power of the N camps does not exceed a preset value.

[0094] From the description of the above implementation manners, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by means of software plus a necessary general hardware platform. Of course, it can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disc) and includes several instructions for causing a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in various embodiments of the present invention.

[0095] Embodiment 2

[0096] In this embodiment, an event message broadcasting device is also provided to implement the above embodiments and preferred implementation manners, and those that have been described will not be repeated. As used below, the term "module" can be a combination of software and / or hardware that can achieve a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware is also possible and contemplated.

[0097] Figure 4 is a structural block diagram of an event message broadcasting device according to an embodiment of the present invention, as Figure 4 shown. The device includes: a monitoring module 40, a first obtaining module 42, a first judging module 44, a first generating module 46, and a broadcasting module 48, where,

[0098] The monitoring module 40 is used to monitor whether a summoning item is triggered in the game scene;

[0099] The first obtaining module 42 is used to, if the summoning item is triggered in the game scene, obtain the triggering time and triggering position of the summoning item;

[0100] The first judging module 44 is used to judge whether the triggering time and the triggering position match preset conditions;

[0101] A first generating module 46 is used to activate the summoning item if the triggering time and the triggering position match a preset condition, and generate a non-player-controlled character corresponding to the summoning item in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene;

[0102] The broadcast module 48 is used to broadcast event messages to online player characters within a preset map range of the game scene, wherein the event message is used to notify the presence of the non-player-controlled character in the current game scene.

[0103] Optionally, the device also includes: a first positioning module, which is used to locate the first player character who triggers the summoning prop according to the trigger instruction after the monitoring module monitors whether the summoning prop is triggered in the game scene, if the summoning prop is triggered in the game scene; a first allocation module, which is used to allocate a first game resource to the first player character, wherein the first game resource is used to unlock a designated skill button.

[0104] Optionally, the first generation module includes: a reading unit, used to read the rendering resources and AI scripts of the non-player-controlled character from a preset non-player-controlled character resource library; a generation unit, used to use the rendering resources to render and generate the character form of the non-player-controlled character at a specified position of the game scene, and configure the AI ​​script for the character form.

[0105] Optionally, the device also includes: a detection module, which is used to detect attack instructions output by player characters of multiple camps and detect defense instructions output by the non-player-controlled character after the broadcast module broadcasts an event message to the player character within a preset map range of the game scene; an update module, which is used to update the current health value of the non-player-controlled character based on the attack instruction and the defense instruction; and a deletion module, which is used to delete the non-player-controlled character in the game scene when the current health value of the non-player-controlled character reaches a preset threshold.

[0106] Optionally, the update module includes: a calculation unit, used to calculate the life decay value generated by the attack instruction for the non-player-controlled character, and to calculate the life recovery value generated by the defense instruction; an update unit, used to update the current life value of the non-player-controlled character based on the life decay value and the life recovery value.

[0107] Optionally, the device also includes: a second positioning module, used to locate a second player character among the player characters in the multiple camps when the current life value of the non-player-controlled character reaches a preset threshold, wherein the second player character is a player character that outputs an attack instruction to the non-player-controlled character and generates a life decay value at the last moment before the current life value of the non-player-controlled character reaches the preset threshold; a second configuration module, used to allocate second game resources to the second player character, allocate a first amount of third game resources to all player characters in the designated camp where the second player character is located, and allocate a second amount of third game resources to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

[0108] Optionally, the device also includes: a second generation module, used to generate a virtual prop in the game scene when the current health value of the non-player-controlled character reaches a preset threshold; a first binding module, used to respond to the transportation instruction of the third player character, bind the virtual prop to the third player character, and start the transportation timer; a third generation module, used to generate a fourth game resource in the game scene based on the virtual prop if the transportation timer reaches a preset duration.

[0109] Optionally, the third generation module includes: a reading unit, used to respond to the start instruction of the fourth player character, and read the transportation time of the virtual prop, wherein the fourth player character is the current transportation character of the virtual prop; a generation unit, used to generate a third amount of fourth game resources in the game scene based on the transportation time, wherein the third amount is positively correlated with the transportation time.

[0110] Optionally, the device also includes: a second binding module, which is used to respond to the transfer instruction of the fifth player character for the virtual prop after the first binding module binds the virtual prop to the third player character, rebind the virtual prop to the fifth player character, and restart the transport timer.

[0111] Optionally, the broadcast module includes one of the following: a first broadcast unit, used to broadcast the event message to all online player characters of the game server; a second broadcast unit, used to select N camps from M camps in the game scene, wherein the game scene includes multiple camps competing for game resources, and each camp includes a number of player characters; broadcast the event message to the player characters in the N camps, wherein M≥N, M, N are both positive integers.

[0112] Optionally, the second broadcast unit includes: a statistical subunit, used to respectively count the total combat values ​​of M camps in the game server; and a selection subunit, used to select N camps among the M camps whose total combat values ​​are closest to the summoning camp, wherein the summoning camp is the camp where the summoned player character of the summoning item is located.

[0113] Optionally, the first judgment module includes: a judgment unit, used to judge whether the trigger time matches a predetermined time period, and whether the trigger position is within the camp range of the camp where the first player character is located, wherein each camp includes a number of player characters, and the map range in the game scene includes multiple camp ranges; a determination unit, used to determine that the trigger time and the trigger position match a preset condition if the trigger time matches a predetermined time period and the trigger position is within the camp range of the camp where the first player character is located; if the trigger time does not match the predetermined time period, and / or the trigger position is not within the camp range of the camp where the first player character is located, determine that the trigger time and the trigger position do not match the preset condition.

[0114] Optionally, the device also includes: a second acquisition module, used to acquire a first number of current online players in the game scene, and / or, acquire a second number of current online players in the enemy camp in the game scene, before the monitoring module monitors whether the summoning prop is triggered in the game scene; a second judgment module, used to judge whether the first number of players is greater than a first threshold, and / or, judge whether the second number of players is greater than a second threshold; a determination module, used to determine whether the summoning prop is triggered in the game scene if the first number of players is greater than the first threshold, and / or, the second number of players is greater than the second threshold.

[0115] It should be noted that the above modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.

[0116] Example 3

[0117] The present application also provides an electronic device, Figure 5 is a structural diagram of an electronic device according to an embodiment of the present invention, such as Figure 5 As shown, it includes a processor 51, a communication interface 52, a memory 53 and a communication bus 54, wherein the processor 51, the communication interface 52, and the memory 53 communicate with each other through the communication bus 54, and the memory 53 is used to store computer programs;

[0118] The processor 51 is used to execute the program stored in the memory 53 to implement the following steps: monitor whether the summoning prop is triggered in the game scene; if the summoning prop is triggered in the game scene, obtain the triggering time and triggering position of the summoning prop; determine whether the triggering time and the triggering position match the preset conditions; if the triggering time and the triggering position match the preset conditions, activate the summoning prop, and generate a non-player-controlled character corresponding to the summoning prop in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene; broadcast an event message to the online player characters within the preset map range of the game scene, wherein the event message is used to notify the appearance of the non-player-controlled character in the current game scene.

[0119] Optionally, after monitoring whether the summoning item is triggered in the game scene, the method further includes: if the summoning item is triggered in the game scene, locating the first player character that triggers the summoning item according to the trigger instruction; and allocating a first game resource to the first player character, wherein the first game resource is used to unlock a designated skill button.

[0120] Optionally, generating a non-player-controlled character corresponding to the summoning prop in the game scene includes: reading rendering resources and AI scripts of the non-player-controlled character in a preset non-player-controlled character resource library; using the rendering resources to render and generate a character form of the non-player-controlled character at a specified location in the game scene, and configuring the AI ​​script for the character form.

[0121] Optionally, after the player characters within a preset map range of the game scene broadcast an event message, the method further includes: detecting attack instructions output by player characters of multiple camps, and detecting defense instructions output by the non-player-controlled characters; updating the current health value of the non-player-controlled characters based on the attack instructions and the defense instructions; and deleting the non-player-controlled characters in the game scene when the current health value of the non-player-controlled characters reaches a preset threshold.

[0122] Optionally, updating the current life value of the non-player-controlled character based on the attack instruction and the defense instruction includes: calculating the life decay value generated by the attack instruction for the non-player-controlled character, and calculating the life recovery value generated by the defense instruction; updating the current life value of the non-player-controlled character based on the life decay value and the life recovery value.

[0123] Optionally, the method further includes: when the current health value of the non-player-controlled character reaches a preset threshold, locating a second player character among the player characters of the multiple camps, wherein the second player character is a player character that outputs an attack instruction to the non-player-controlled character and generates a health decay value at the last moment before the current health value of the non-player-controlled character reaches the preset threshold; allocating second game resources to the second player character, allocating a first amount of third game resources to all player characters in the designated camp where the second player character is located, and allocating a second amount of third game resources to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

[0124] Optionally, when the current health value of the non-player-controlled character reaches a preset threshold, the method further includes: generating a virtual prop in the game scene; responding to a transport instruction of a third player character, binding the virtual prop to the third player character, and starting a transport timer; if the transport timer reaches a preset duration, generating a fourth game resource in the game scene based on the virtual prop.

[0125] Optionally, generating a fourth game resource in the game scene based on the virtual prop includes: responding to an opening instruction of a fourth player character, reading the carrying time of the virtual prop, wherein the fourth player character is the current carrying character of the virtual prop; generating a third amount of the fourth game resource in the game scene based on the carrying time, wherein the third amount is positively correlated with the carrying time.

[0126] Optionally, after binding the virtual item to the third player character, the method further includes: responding to a transfer instruction from a fifth player character for the virtual item, rebinding the virtual item to the fifth player character, and restarting the transport timer.

[0127] Optionally, broadcasting the event message to online player characters within a preset map range of the game scene includes one of the following: broadcasting the event message to all online player characters of a game server; selecting N camps from M camps in the game scene, wherein the game scene includes multiple camps that compete for game resources, and each camp includes a number of player characters; broadcasting the event message to the player characters in the N camps, wherein M≥N, M, N are both positive integers.

[0128] Optionally, selecting N camps from the M camps in the game scene includes: separately counting the total combat values ​​of the M camps in the game server; selecting N camps from the M camps that are closest to the total combat value of the summoning camp, wherein the summoning camp is the camp where the summoned player character of the summoning item is located.

[0129] Optionally, determining whether the trigger time and the trigger position match a preset condition includes: determining whether the trigger time matches a predetermined time period, and determining whether the trigger position is within the camp range of the camp where the first player character is located, wherein each camp includes a number of player characters, and the map range in the game scene includes multiple camp ranges; if the trigger time matches the predetermined time period, and the trigger position is within the camp range of the camp where the first player character is located, it is determined that the trigger time and the trigger position match the preset condition; if the trigger time does not match the predetermined time period, and / or the trigger position is not within the camp range of the camp where the first player character is located, it is determined that the trigger time and the trigger position do not match the preset condition.

[0130] Optionally, before monitoring whether the summoning item is triggered in the game scene, the method also includes: obtaining a first number of players who are currently online in the game scene, and / or obtaining a second number of players who are currently online in the enemy camp in the game scene; judging whether the first number of players is greater than a first threshold, and / or judging whether the second number of players is greater than a second threshold; if the first number of players is greater than the first threshold, and / or the second number of players is greater than the second threshold, determining whether the summoning item is triggered in the game scene.

[0131] The communication bus mentioned in the above terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0132] The communication interface is used for communication between the above terminal and other devices.

[0133] The memory may include a random access memory (RAM) or a non-volatile memory, such as at least one disk memory. Optionally, the memory may also be at least one storage device located away from the aforementioned processor.

[0134] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0135] In another embodiment provided in the present application, a computer-readable storage medium is provided, in which instructions are stored. When the computer-readable storage medium is executed on a computer, the computer executes the risk level data processing method described in any of the above embodiments.

[0136] In another embodiment provided by the present application, a computer program product including instructions is also provided, which, when executed on a computer, enables the computer to execute the risk level data processing method described in any of the above embodiments.

[0137] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from a website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium may be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated. The available medium may be a magnetic medium, (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive Solid State Disk (SSD)), etc.

[0138] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0139] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0140] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0141] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0142] In addition, each functional unit in each embodiment of the present application 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-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0143] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk and other media that can store program codes.

[0144] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for broadcasting an event message, characterized in that: include: Monitor whether the summoning props are triggered in the game scene; If the summoning item is triggered in the game scene, obtaining the triggering time and triggering position of the summoning item; If the trigger time matches a predetermined time period, and the trigger position is within a camp range of a camp where the first player character is located, determining that the trigger time and the trigger position match a preset condition, wherein each camp includes a plurality of player characters, and the map range in the game scene includes a plurality of camp ranges; If the trigger time and the trigger position match the preset conditions, the summoning item is activated, and a non-player-controlled character corresponding to the summoning item is generated in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene; An online player character within a preset map range of the game scene broadcasts an event message, wherein the event message is used to notify the presence of the non-player-controlled character in the current game scene.

2. The method according to claim 1, characterized in that After monitoring whether the summoning prop is triggered in the game scene, the method further includes: If the summoning item is triggered in the game scene, locate the first player character that triggers the summoning item according to the triggering instruction; A first game resource is allocated to the first player character, wherein the first game resource is used to unlock a designated skill button.

3. The method according to claim 1, characterized in that Generating a non-player-controlled character corresponding to the summoning prop in the game scene includes: Reading rendering resources and AI scripts of the non-player-controlled characters from a preset non-player-controlled character resource library; The rendering resource is used to render and generate a character form of the non-player-controlled character at a specified position of the game scene, and the AI ​​script is configured for the character form.

4. The method according to claim 1, characterized in that After the player character within the preset map range of the game scene broadcasts the event message, the method further includes: Detecting attack commands output by player characters of multiple camps, and detecting defense commands output by the non-player-controlled characters; Updating the current health value of the non-player-controlled character based on the attack instruction and the defense instruction; When the current health value of the non-player-controlled character reaches a preset threshold, the non-player-controlled character is deleted in the game scene.

5. The method according to claim 4, characterized in that Updating the current health value of the non-player-controlled character based on the attack instruction and the defense instruction includes: Calculating the life decay value generated by the attack command for the non-player-controlled character, and calculating the life recovery value generated by the defense command; The current health value of the non-player controlled character is updated based on the health decay value and the health recovery value.

6. The method according to claim 4, characterized in that The method further comprises: When the current health value of the non-player-controlled character reaches a preset threshold, a second player character is located among the player characters of the multiple camps, wherein the second player character is a player character that outputs an attack command to the non-player-controlled character and generates a health decay value at the last moment before the current health value of the non-player-controlled character reaches the preset threshold; A second game resource is allocated to the second player character, a first amount of the third game resource is allocated to all player characters in the designated camp where the second player character is located, and a second amount of the third game resource is allocated to all player characters in other camps except the designated camp, wherein the first amount is greater than the second amount.

7. The method according to claim 4, characterized in that When the current health value of the non-player-controlled character reaches a preset threshold, the method further includes: Generating virtual props in the game scene; In response to the transport instruction of the third player character, the virtual item is bound to the third player character and a transport timer is started; If the transport timer reaches a preset duration, a fourth game resource is generated in the game scene based on the virtual prop.

8. The method according to claim 7, characterized in that Generating a fourth game resource in the game scene based on the virtual props includes: In response to an opening instruction of a fourth player character, reading a carrying time of the virtual item, wherein the fourth player character is a current carrying character of the virtual item; A third amount of fourth game resources is generated in the game scene based on the transportation duration, wherein the third amount is positively correlated with the transportation duration.

9. The method according to claim 7, characterized in that: After binding the virtual item to the third player character, the method further includes: In response to the transfer instruction of the fifth player character for the virtual item, the virtual item is re-bound to the fifth player character, and the carrying timer is restarted.

10. The method according to claim 1, characterized in that The broadcast event message of the online player character within the preset map range of the game scene includes one of the following: Broadcasting the event message to all online player characters of the game server; Selecting N camps from M camps in the game scene, wherein the game scene includes multiple camps competing for game resources, and each camp includes a number of player characters; broadcasting the event message to the player characters in the N camps, wherein M≥N, M, N are both positive integers.

11. The method according to claim 10, characterized in that Selecting N camps from the M camps in the game scenario includes: Count the total combat value of the M camps in the game server respectively; Select N camps from the M camps that are closest to the total combat value of the summoning camp, wherein the summoning camp is the camp where the summoned player character of the summoning item is located.

12. The method according to claim 1, characterized in that Before monitoring whether the summoning prop is triggered in the game scene, the method further includes: Obtaining a first number of current online players in the game scene, and / or obtaining a second number of current online players in an enemy camp in the game scene; Determine whether the number of the first players is greater than a first threshold, and / or determine whether the number of the second players is greater than a second threshold; If the first number of players is greater than a first threshold, and / or the second number of players is greater than a second threshold, determine whether the summoning prop is triggered in the game scene.

13. A device for broadcasting event messages, characterized in that: include: The monitoring module is used to monitor whether the summoning props are triggered in the game scene; A first acquisition module, used for acquiring the triggering time and triggering position of the summoning item if the summoning item is triggered in the game scene; A first judgment module is used to determine that the trigger time and the trigger position match a preset condition if the trigger time matches a predetermined time period and the trigger position is within a camp range of a camp where the first player character is located, wherein each camp includes a plurality of player characters and the map range in the game scene includes a plurality of camp ranges; A generating module, configured to activate the summoning item if the triggering time and the triggering position match a preset condition, and generate a non-player-controlled character corresponding to the summoning item in the game scene, wherein the non-player-controlled character is a character without a camp in the game scene; The broadcast module is used to broadcast event messages to online player characters within a preset map range of the game scene, wherein the event message is used to notify the presence of the non-player-controlled character in the current game scene.

14. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 12 when executed.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 12.

Citation Information

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