Data processing method, device, storage medium and electronic device

By monitoring the events of virtual game characters in the game and using callback processing functions to determine the skill status data, the problem of complexity in skill status data production in the existing technology is solved, and the effect of simplifying the production and maintenance of skill data is achieved.

CN114669054BActive Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210198113.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-03-01
Publication Date
2025-02-25
Estimated Expiration
2042-03-01

AI Technical Summary

Technical Problem

The high complexity of the production of skill status data in existing turn-based games, resulting in increased complexity of code frameworks and increased maintenance difficulty, and lack of effective solutions.

Method used

By monitoring the target event triggered by the target virtual game character in the game game, the corresponding callback processing function is determined, the target data is called back, the return value is obtained, and the skill state data to be used is determined in the skill state data set.

Benefits of technology

It reduces the complexity of skill data in the combat framework, simplifies the process of making and maintaining skill data, and solves the problem of complexity of skill data production in game games.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a data processing method, device, storage medium and electronic device. The method comprises: monitoring a target event triggered by a target virtual game character in a current game match; determining a callback processing function corresponding to the target event; performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event; based on the return value, determining the target skill state data to be used by the target virtual game character in a skill state data set, wherein the skill state data set includes at least one skill state data applied to the current game match. The present invention solves the technical problem of high complexity in skill data production in a game match.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a data processing method, device, storage medium and electronic device. Background Art

[0002] At present, with the continuous emergence of virtual game characters and props in turn-based games, many new types of skill states have emerged, and along with these skill states, a lot of skill state data has also been generated; most of the existing turn-based games use combat skill frameworks, such as behavior trees and table configurations to implement the configuration of all skill state data.

[0003] However, the development of behavior trees requires a dedicated behavior tree editor, and the project production cycle is long; the use of table configuration will cause the table data to continue to expand, which will increase the difficulty of filling in the table. More and more skill status data will increase the complexity of the existing code framework, and at the same time increase the complexity of combat skill production, making maintenance very difficult.

[0004] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0005] At least some embodiments of the present invention provide a data processing method, device, storage medium and electronic device to at least solve the technical problem of high complexity in producing skill data in a game.

[0006] According to one embodiment of the present invention, there is provided a data processing method, comprising: monitoring a target event triggered by a target virtual game character in a current game match; determining a callback processing function corresponding to the target event; performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event; based on the return value, determining target skill state data to be used by the target virtual game character in a skill state data set, wherein the skill state data set includes at least one skill state data applied to the current game match.

[0007] According to one embodiment of the present invention, there is further provided a data processing device, comprising: a monitoring unit, for monitoring a target event triggered by a target virtual game character in a current game match; a first determination unit, for determining a callback processing function corresponding to the target event; a callback unit, for performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event; and a second determination unit, for determining, in a skill state data set, target skill state data to be used by the target virtual game character based on the return value, wherein the skill state data set includes at least one skill state data applied to the current game match.

[0008] According to one embodiment of the present invention, a non-volatile storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute any of the above data processing methods when running.

[0009] According to one embodiment of the present invention, a processor is further provided, the processor being used to run a program, wherein the program is configured to execute any of the above-mentioned data processing methods when running.

[0010] According to one embodiment of the present invention, there is further provided an electronic device, comprising a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above data processing methods.

[0011] In at least some embodiments of the present invention, the target event triggered by the target virtual game character in the current game is monitored; the callback processing function corresponding to the above target event is determined; the target data is callback processed based on the above callback processing function to obtain a return value, wherein the above target data is associated with the above target event; based on the above return value, the target skill state data to be used by the above target virtual game character is determined in the skill state data set, wherein the above skill state data set includes at least one skill state data applied to the above current game. In other words, the server is used to obtain the callback function corresponding to each target event, the target data of the target character is callback processed according to all callback functions, and the skill state data is determined according to the return value after the callback processing, and the final result is returned to the client for playback, thereby achieving the purpose of determining the skill state data through the callback function and the return value, thereby achieving the technical effect of reducing the complexity of the skill data in the battle framework, and then solving the technical problem of high complexity in the production of skill data in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] 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:

[0013] Figure 1 It is a hardware structure block diagram of a mobile terminal of a data processing method according to an embodiment of the present invention;

[0014] Figure 2 is a flow chart of a data processing method according to one embodiment of the present invention;

[0015] Figure 3 is a schematic diagram of a game battle scene flow of a turn-based game according to one embodiment of the present invention;

[0016] Figure 4 is a structural block diagram of a data processing device according to one embodiment of the present invention. DETAILED DESCRIPTION

[0017] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0018] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention 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 interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0019] According to one embodiment of the present invention, an embodiment of a data processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0020] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of a data processing method according to an embodiment of the present invention. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. 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 mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0021] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the data processing method in the 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, the above-mentioned data processing method is realized. 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 mobile terminal 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 combinations thereof.

[0022] 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 mobile terminal. 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.

[0023] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0024] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.

[0025] The data processing method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the data processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0026] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the data processing method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0027] In an optional implementation, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0028] In a possible implementation, an embodiment of the present invention provides a data processing method for providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. Figure 2 is a flow chart of a data processing method according to one embodiment of the present invention, wherein a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes a touch area, such as Figure 2 As shown, the method comprises the following steps:

[0029] Step S202, monitoring a target event triggered by a target virtual game character in the current game;

[0030] Step S204, determining the callback processing function corresponding to the above target event;

[0031] Step S206, performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event;

[0032] Step S207, based on the above return value, determine the target skill state data to be used by the above target virtual game character in the skill state data set, wherein the above skill state data set includes at least one skill state data applied to the above current game match.

[0033] In the disclosed embodiment, taking the game scene of a turn-based game as an example, when the server monitors the target event triggered by the target virtual game character in the current game match, the corresponding callback processing function is determined according to the target event; the callback processing function is used to perform callback processing on the target data to obtain a return value; and the skill state data acting on the target virtual game character, or the target skill state data to be used by the target virtual game character, is determined in the skill state data set according to the return value.

[0034] It should be noted that, in the game scene of the above-mentioned turn-based game, the above-mentioned target virtual game characters can be divided into an attacking camp and a attacked camp. The number of the above-mentioned virtual game characters in the above-mentioned attacking camp and the attacked camp is not limited to one, and may include: an attacking character (casting character), a target character (attacked character), etc.; the target event triggered by the above-mentioned target virtual game character in the current game match can be any action in the combat event, such as: attack, treatment, shield application, being hit, etc.; the above-mentioned callback processing function is a function corresponding to the above-mentioned target event, and the above-mentioned callback processing function contains the corresponding action in the above-mentioned target event and the casting character and target character (receiving character) of the above-mentioned corresponding action; the return value obtained after the above-mentioned callback processing is used to characterize the success or failure of the action corresponding to the above-mentioned callback processing function; the above-mentioned skill state data set includes at least one skill state data applied to the above-mentioned current game match.

[0035] Alternatively, if Figure 3 The game battle scene process diagram of the turn-based game shown in the figure, the combat units in the battle scene include the attacker and the attacked, and the characters of both sides take turns to attack or release the skills carried by the characters in order; one attack by all units is called a round; according to the attack data of each unit, the callback control file is confirmed, including: attack damage, attack target, etc., and the damage of each target is calculated according to the battle formula. After the result is obtained, the life value of the combat unit is deducted, and the skill status data (including: gain skill status buff or loss skill status debuff) is applied after the attack. At the end of the round, the skill status damage is settled; after each unit attacks, it is determined whether the battle is decided.

[0036] It should be noted that events are generated during the battle calculation process. The battlefield, skills and skill status data can be used as basic units to monitor battle events. Each unit can modify the context data of the battle and the process of the battle, thereby realizing complex and diverse battle rules.

[0037] Optionally, when the server detects that the attacking character A1 casts the "poisoning" skill (debuff) on the attacked character B1, the server immediately determines the callback processing function corresponding to "poisoning", and the information in the above callback processing function includes: skill "poisoning", casting character A1, target character B1, damage of the "poisoning" skill, triggering time, etc., and callback processing is performed on the data of the target character B1 according to the callback processing function to obtain a return value. After the attacking character A1 casts the "poisoning" skill on the attacked character B1, before the target data of the attacked character B1 is settled, there is no interference from other characters or skill data. The attacking character A1 successfully casts the "poisoning" skill on the attacked character B1, and the above return value is 0. Based on the above return value 0, it is determined in the skill status data set that the above-mentioned attacked character B1 has been successfully subjected to the "poisoning" skill status data.

[0038] It should be noted that if after the attacking character A1 casts the "poison" skill on the attacked character B1, the attacked character B1 receives interference from other characters or skill data before the target data is settled, for example: the attacked character B2 casts the "purification" skill (buff, immune to the effect of the "poisoning" skill) on the attacked character B1, then it is determined that the attacking character A1 has failed to cast the "poisoning" skill on the attacked character B1, and the above return value is 1. Based on the above return value 1, it is determined in the skill status data set that the above-mentioned attacked character B1 has not been applied with the "poisoning" skill status data, but has been successfully applied with the "purification" skill status data.

[0039] In an optional embodiment, determining the callback processing function corresponding to the target event includes:

[0040] Step S302: determining the callback processing function based on the priority of the target event.

[0041] In the disclosed embodiment, the server determines the callback processing function according to the priority of the target event.

[0042] Optionally, in a battle scenario where after the attacking character A1 casts the "poisoning" skill on the attacked character B1, and the attacked character B2 casts the "purification" skill on the attacked character B1, the above-mentioned "poisoning" skill takes precedence over the "purification" skill. The above-mentioned server first detects that the attacking character A1 casts the "poisoning" skill on the attacked character B1, and therefore prioritizes determining the callback processing function corresponding to the "poisoning" skill.

[0043] In an optional embodiment, performing callback processing on the target data based on the callback processing function to obtain a return value includes:

[0044] Step S402, passing the target context data associated with the target event into the callback processing function to obtain the return value, wherein the context data is at least used to indicate that the first virtual game character applies corresponding skill state data to the second virtual game character in the context of the target event, the target virtual game characters include the first virtual game character and the second virtual game character, and the target data includes the context data.

[0045] In the disclosed embodiment, the server passes the target context data associated with the target event to the callback processing function to obtain the return value.

[0046] It should be noted that the above-mentioned context data is at least used to indicate that the first virtual game character applies corresponding skill state data to the second virtual game character in the context of the above-mentioned target event, the above-mentioned target virtual game character includes the above-mentioned first virtual game character and the above-mentioned second virtual game character, and the above-mentioned target data includes the above-mentioned context data.

[0047] Optionally, after the server determines that the callback processing function is the callback processing function corresponding to the "poisoning" skill, it passes the context data corresponding to the "poisoning" skill to the callback processing function, including: the casting character A1, the target character B1, the damage of the "poisoning" skill, the triggering time, etc., and obtains the above-mentioned return value 0.

[0048] In an optional embodiment, the above method further includes:

[0049] Step S502, modifying original context data associated with the target event based on the target context data;

[0050] Step S504, based on the above return value, determining the target skill state data to be used by the above target virtual game character in the skill state data set, including: based on the above return value and the modified original context data, determining the above skill state data in the above skill state data set.

[0051] In the disclosed embodiment, the server modifies the original context data associated with the target event based on the target context data; and determines the target skill state data to be used by the target virtual game character in the skill state data set based on the return value.

[0052] Optionally, the server modifies the original context data associated with the target character B1 in the battle scene based on the context data corresponding to the "poisoning" skill passed into the callback processing function, for example: deducting the corresponding health value, etc., and determines in the skill status data set that the attacked character B1 is being cast with the "poisoning" skill status data based on the received return value 0.

[0053] It should be noted that if the target character B1 is hit by the "purification" skill of the attacked character B2, the above-mentioned server also needs to pass the context data corresponding to the "purification" skill to the above-mentioned callback processing function, and based on the context data corresponding to the "purification" skill passed into the above-mentioned callback processing function, modify the original context data associated with the target character B1 in the battle scene, for example: deduct part of the health value that should be deducted, and determine in the skill status data set that the attacked character B1 is cast with the "purification" skill status data according to the received return value 1, and remove the "poisoning" skill status data at the same time.

[0054] In an optional embodiment, the above method further includes:

[0055] Step S602, modifying original context data associated with the target event based on the target context data, includes: in an event distribution function corresponding to the target event, modifying original context data associated with the target event based on the target context data;

[0056] Step S604, passing the target context data associated with the target event to the callback processing function, including: calling the callback processing function based on the event dispatching function, and passing the target context data to the called callback processing function.

[0057] In the disclosed embodiment, the callback processing function record is registered in the event dispatch function corresponding to the target event, the server calls the callback processing function based on the event dispatch function, and passes the target context data to the called callback processing function.

[0058] In an optional embodiment, based on the above return value, determining the target skill state data to be used by the above target virtual game character in the skill state data set includes:

[0059] Step S702, in response to the above return value being the target return value, returning the above target skill state data corresponding to the above target return value to the above target virtual game character.

[0060] In the disclosed embodiment, in response to the return value being a target return value, the server returns the target skill status data corresponding to the target return value to the target virtual game character.

[0061] Optionally, the server determines in the skill status data set that the hit character B1 is cast with the "poisoning" skill status data in response to the received return value 0 being the target return value. If the server determines in the skill status data set that the hit character B1 is cast with the "purification" skill status data, the "poisoning" skill status data is removed.

[0062] In an optional embodiment, the above method further includes:

[0063] Step S802: In the first target file, the target event declared by the second target file is inherited to monitor the target event.

[0064] It should be noted that the above-mentioned first target file can be a skill control file, and the above-mentioned second target file can be a public template file. The public template file is inherited in the above-mentioned skill control file to ensure that only the declared events will be triggered when the events are distributed.

[0065] Optionally, taking the battle process of whether skill status data can be applied as an example, first declare the event and the module for event implementation in the public template file; implement the distribution function of the event in the corresponding module, and construct the context data context, and then complete the call of the skill control file (callback control function), the above context data includes: the casting role, the target role, the type of the skill status data cast, etc.; the applied skill status data is triggered by the skill, and when the above target role adds the skill status data, call the subscription function of the skill control file to complete the event subscription; the skill control file inherits the public template file, and in the initialization function, declare the events that this control file is concerned about to ensure that when the event is distributed, only the declared event will be triggered. Implement the corresponding event callback function, the callback function determines whether to intercept according to the casting role and target role of the skill status data in the context, and the applied skill status data, and if intercepted, returns a non-zero value; according to the return value, if it is a non-zero value, it indicates that there is a skill that prevents the application of the skill status data, and returns directly.

[0066] It should be noted that after the attacking character A1 casts the "poison" skill on the attacked character B1, before the target data of the attacked character B1 is settled, there is no interference from other characters or skill data. The attacking character A1 successfully casts the "poison" skill on the attacked character B1, and the above return value is 0. Based on the above return value 0, it is determined in the skill status data set that the above-mentioned attacked character B1 has been successfully applied with the "poison" skill status data, that is, it has not been intercepted. If after the attacking character A1 casts the "Poison" skill on the attacked character B1, the attacked character B1 receives interference from other characters or skill data before the target data is settled, for example: the attacked character B2 casts the "Purification" skill (buff, immune to the effect of the "Poison" skill) on the attacked character B1, then it is determined that the attacking character A1 has failed to cast the "Poison" skill on the attacked character B1, and the above return value is 1 (non-zero value). Based on the above return value 1, it is determined in the skill status data set that the above-mentioned attacked character B1 has not been applied with the "Poison" skill status data, but has been successfully applied with the "Purification" skill status data, that is, there is a skill that prevents the application of the above-mentioned "Poisoning" skill, and the "Poisoning" is intercepted.

[0067] In an optional embodiment, the skill status data set includes: multiple types of skill status associated with the current game match.

[0068] Optionally, commonly used events in the above skill status data set include: during the round and the end of the round, skill data such as purification, shield addition, treatment and burning poisoning are realized; whether it is possible to attack at the beginning of the round to realize control skills, such as stun, entanglement and other skill data; target screening when attacking, to prioritize attacking the target with the lowest blood and other skill data; whether buff can be applied, to realize immunity to abnormal status and other skill data; after applying buff, after being applied abnormal status, skill data such as increased injury is realized; after the combat unit dies, skill data such as death summon and increased damage to dead teammates are realized; when blood is deducted, skill data such as shield damage reduction; during combat damage calculation, skill data such as attack bonus and hit bonus.

[0069] In an optional embodiment, the type of the current game match is a turn-based battle type.

[0070] Through the disclosed embodiments, in the turn-based battle calculation process, the callback control function of the skills and skill status data involved in the current battle is registered in the event subscription list. When the event is triggered, the corresponding callback function is triggered according to the event priority; each event callback processing function passes in a context data, and the context content contained in the context data varies depending on the event; each callback function returns a non-zero value to prevent subsequent event calls, and the event triggering function can affect the subsequent battle calculation process based on the event return value and the modified context, thereby greatly reducing the complexity of the battle framework. Compared with the prior art of directly implementing the production of combat skill data in the battle framework, since each battle will only subscribe to the skills used this time and the corresponding skill status data, the event distribution method greatly reduces the damage to the battle framework caused by the newly added skills.

[0071] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. 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, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the above methods of each embodiment of the present invention.

[0072] In the present embodiment, a data processing device is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions that have been made will not be repeated. As used below, the term "unit" can implement a combination of software and / or hardware of a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and conceived.

[0073] Figure 4 is a structural block diagram of a data processing device according to one embodiment of the present invention, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes a touch area, such as Figure 4 As shown, the device includes: a monitoring unit 40, a first determining unit 42, a callback unit 44 and a second determining unit 46, wherein:

[0074] A monitoring unit 40 is used to monitor a target event triggered by a target virtual game character in a current game match;

[0075] A first determining unit 42 is used to determine a callback processing function corresponding to the target event;

[0076] A callback unit 44, configured to perform callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event;

[0077] The second determination unit 46 is used to determine the target skill state data to be used by the target virtual game character in the skill state data set based on the above return value, wherein the above skill state data set includes at least one skill state data applied to the above current game game.

[0078] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0079] An embodiment of the present invention further provides a non-volatile storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0080] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for performing the following steps:

[0081] S1, monitoring a target event triggered by a target virtual game character in the current game;

[0082] S2, determining the callback processing function corresponding to the above target event;

[0083] S3, performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event;

[0084] S4, based on the above return value, determine the target skill state data to be used by the above target virtual game character in the skill state data set, wherein the above skill state data set includes at least one skill state data applied to the above current game match.

[0085] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0086] An embodiment of the present invention further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0087] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0088] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0089] S1, monitoring a target event triggered by a target virtual game character in the current game;

[0090] S2, determining the callback processing function corresponding to the above target event;

[0091] S3, performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event;

[0092] S4, based on the above return value, determine the target skill state data to be used by the above target virtual game character in the skill state data set, wherein the above skill state data set includes at least one skill state data applied to the above current game match.

[0093] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0094] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0095] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0096] 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 can be 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.

[0097] 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 units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0098] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0099] 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 invention, 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 for 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 invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.

[0100] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A data processing method, characterized in that: include: Detecting a target event triggered by a target virtual game character in the current game match; Determine the callback processing function corresponding to the target event; Performing callback processing on the target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event; Based on the return value, determining the target skill state data to be used by the target virtual game character in the skill state data set, wherein the skill state data set includes at least one skill state data applied to the current game match; Among them, the callback processing of the target data based on the callback processing function to obtain the return value includes: passing the target context data associated with the target event to the callback processing function to obtain the return value, wherein the target context data is at least used to indicate that the first virtual game character applies the corresponding skill state data to the second virtual game character in the context of the target event, the target virtual game characters include the first virtual game character and the second virtual game character, and the target data includes the target context data.

2. The method according to claim 1, characterized in that Determining the callback processing function corresponding to the target event includes: The callback processing function is determined based on the priority of the target event.

3. The method according to claim 1, characterized in that modifying raw context data associated with the target event based on the target context data; Based on the return value, target skill state data to be used by the target virtual game character is determined in the skill state data set, including: based on the return value and the modified original context data, the skill state data is determined in the skill state data set.

4. The method according to claim 3, characterized in that Modifying original context data associated with the target event based on the target context data, comprising: in an event distribution function corresponding to the target event, modifying original context data associated with the target event based on the target context data; Passing target context data associated with the target event to the callback processing function includes: calling the callback processing function based on the event dispatching function, and passing the target context data to the called callback processing function.

5. The method according to claim 1, characterized in that Based on the return value, determining the target skill state data to be used by the target virtual game character in the skill state data set includes: In response to the return value being a target return value, the target skill state data corresponding to the target return value is returned to the target virtual game character.

6. The method according to any one of claims 1 to 5, characterized in that The method further comprises: In the first target file, the target event declared by the second target file is inherited to monitor the target event.

7. The method according to any one of claims 1 to 5, characterized in that The skill state data set includes: multiple types of skill states associated with the current game match.

8. The method according to any one of claims 1 to 5, characterized in that The type of the current game match is a turn-based battle type.

9. A data processing device, characterized in that: include: A monitoring unit, used to monitor a target event triggered by a target virtual game character in a current game match; A first determining unit, used to determine a callback processing function corresponding to the target event; A callback unit, configured to perform callback processing on target data based on the callback processing function to obtain a return value, wherein the target data is associated with the target event; A second determining unit is configured to determine, based on the return value, target skill state data to be used by the target virtual game character in a skill state data set, wherein the skill state data set includes at least one skill state data applied to the current game match; Among them, the callback unit is used to perform callback processing on the target data based on the callback processing function to obtain the return value through the following steps: passing the target context data associated with the target event to the callback processing function to obtain the return value, wherein the target context data is at least used to indicate that in the context of the target event, the first virtual game character applies the corresponding skill state data to the second virtual game character, the target virtual game characters include the first virtual game character and the second virtual game character, and the target data includes the target context data.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the data processing method described in any one of claims 1 to 8 when executed by a processor.

11. 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 execute the data processing method described in any one of claims 1 to 8.

Citation Information

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