Game object interaction method, device and electronic device

By setting the target game object and its skill release order in a turn-based game in a turn-based game, the problem that existing automatic combat methods require users to manually set it multiple times is solved, and a more efficient gaming experience is achieved.

CN115068950BActive Publication Date: 2025-04-25BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202210697127.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-20
Publication Date
2025-04-25
Estimated Expiration
2042-06-20

AI Technical Summary

Technical Problem

The automatic combat method of existing turn-based games requires users to manually set it multiple times, which increases the user's operating costs and affects the efficiency of the game experience.

Method used

It is uniformly set before the game battle, including determining the target game objects participating in the game and their skills release order, receiving the user's array commands through the display array layout interface, responding to the user's selection and adjustment operations, and processing the game content in combination with the opponent's array information.

Benefits of technology

It reduces the number of times users set during the game, saves user operation costs, improves the efficiency of the game experience, and makes automatic combat more realistic and automated.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a method, device and electronic device for interacting with game objects, and to the field of information processing technology, wherein the method includes: receiving a user's array command, displaying an array interface for a game match, wherein the array interface includes skill information of available game objects and opponent array information; in response to a user's selection operation, determining a target game object participating in the game match from available game objects; in response to a user's adjustment operation, determining a skill release sequence between target game objects; processing game match content display information based on the skill release sequence between the target game object and the target game object, and in combination with the opponent array information. By applying the technical solution of the present disclosure, the game scheme set by the user in advance can be applied throughout a multi-round turn-based game without any changes, reducing the number of user settings during the game, thereby saving the user's operating costs, and thus improving the efficiency of the game experience.
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Description

Technical Field

[0001] The present disclosure relates to the field of information processing technology, and in particular to a method, device and electronic device for interacting with game objects. Background Art

[0002] Turn-based games enter combat mode by triggering it. Our side performs an attack, and the opponent performs an attack, and they act in turn until the battle ends.

[0003] At present, the automatic combat of turn-based games is usually set within the game, that is, during a round of combat, the user needs to manually click on the avatar of the game object participating in the turn-based game, set the priority of skill release, and then automatically release the skills according to the user's settings in the current round of combat; and in the next round of combat, the user can choose to manually adjust the priority of skill release again as needed.

[0004] However, this pseudo-automatic method may require users to manually set up and adjust the game multiple times during multiple rounds of the game, which increases the user's operating costs and affects the efficiency of the game experience. Summary of the invention

[0005] In view of this, the present disclosure provides a method, device and electronic device for interacting with game objects, the main purpose of which is to improve the technical problem that the current existing technology may require users to manually set up multiple times during multi-round turn-based games, which increases the user's operating costs and thus affects the efficiency of the game experience.

[0006] In a first aspect, the present disclosure provides a method for interacting with a game object, comprising:

[0007] Receive a user's formation command and display a formation interface for the game, wherein the formation interface includes skill information of available game objects and opponent's formation information;

[0008] In response to the user's selection operation, determining a target game object participating in the game match from the available game objects;

[0009] In response to the user's adjustment operation, determining a skill release order between the target game objects;

[0010] The content display information of the game match is processed according to the skill release order between the target game object and the target game object and combined with the opponent's formation information.

[0011] In a second aspect, the present disclosure provides an interactive device for a game object, comprising:

[0012] A display module is configured to receive a user's formation instruction and display a formation interface for the game, wherein the formation interface includes skill information of available game objects and opponent's formation information;

[0013] A determination module, configured to determine, in response to a selection operation of the user, a target game object participating in the game match from the available game objects;

[0014] The determination module is further configured to determine a skill release order between the target game objects in response to the user's adjustment operation;

[0015] The processing module is configured to process the content display information of the game match according to the skill release order between the target game object and the target game object and in combination with the opponent's formation information.

[0016] In a third aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the game object interaction method described in the first aspect.

[0017] In a fourth aspect, the present disclosure provides an electronic device, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the game object interaction method described in the first aspect when executing the computer program.

[0018] By means of the above technical scheme, the present disclosure provides a method, device and electronic device for interacting with game objects. Compared with the current method of setting in the round-based game (i.e. setting in the battle), the present disclosure puts the automatic battle setting in the formation stage before the game battle, and uniformly sets the formation of the game objects of the entire game and the skill release order of the game objects in the formation before the game battle. It is truly automatic, that is, after the player turns on the automatic battle in the game, he does not need to perform strategy operations, and truly reduces the burden in the game after turning on the automatic battle. Specifically, the formation instruction of the user is received, and the formation interface of the game game is displayed, which contains the skill information of the available game objects and the formation information of the opponent; in response to the user's selection operation, the target game object participating in the game game is determined from the available game objects; in response to the user's adjustment operation, the skill release order between the target game objects is determined; then the content display information of the game game can be processed according to the skill release order between the target game objects and the target game objects, and combined with the formation information of the opponent. By applying the technical solution of the present invention, the game plan set in advance by the user can be applied throughout the multi-round turn-based game without any changes, including the target game objects participating in the game and the skill release order between the target game objects, etc., thereby reducing the number of user settings during the game, thereby saving the user's operating costs, and thus improving the efficiency of the game experience.

[0019] The above description is only an overview of the technical solution of the present disclosure. In order to more clearly understand the technical means of the present disclosure, it can be implemented according to the contents of the specification. In order to make the above and other purposes, features and advantages of the present disclosure more obvious and easy to understand, the specific implementation methods of the present disclosure are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the present disclosure.

[0021] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0022] Figure 1 A flowchart of a method for interacting with game objects provided by an embodiment of the present disclosure is shown;

[0023] Figure 2 A schematic diagram showing a flow chart of another method for interacting with game objects provided by an embodiment of the present disclosure;

[0024] Figure 3 A schematic diagram showing an example of display effect of skill component sorting information provided by an embodiment of the present disclosure;

[0025] Figure 4 A schematic diagram showing an example of a skill component dragging and adjusting process provided by an embodiment of the present disclosure;

[0026] Figure 5 A schematic diagram showing an example of a skill component after dragging and adjusting according to an embodiment of the present disclosure is shown;

[0027] Figure 6 A schematic structural diagram of an interactive device for a game object provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0028] The embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. It should be noted that the embodiments and features in the embodiments of the present disclosure can be combined with each other without conflict.

[0029] In order to improve the technical problem that the current prior art may require users to manually set up multiple times in a multi-round turn-based game process, which increases the user's operation cost and thus affects the efficiency of the game experience. This embodiment provides an interactive method for game objects, such as Figure 1 As shown, the method includes:

[0030] Step 101: Receive the user's formation command and display the formation interface for the game.

[0031] The game formation interface may include the skill information of available game objects and the opponent's formation information.

[0032] Optionally, the game of this embodiment may be a turn-based game or other types of games that meet the requirements. The formation command before the game battle may be triggered by the user or by the system, such as the system triggering the player to play against other players or non-player characters (NPC) at a time point set by the user.

[0033] Skill information may include common skill content and / or special move content, etc., and specifically may include skill identification, skill type, skill release conditions, skill damage value, skill damage range, skill release cooldown time, etc. Opponent formation information may include information related to the opponent's game objects, such as character type, character attributes, character skill content, etc. In addition, opponent formation information may also include opponent's game object formation information (the position of the opponent's game objects, such as the defensive character in front and the attacking character in the back).

[0034] The execution subject of this embodiment may be an interactive device or equipment of a game object, which may be configured on the user terminal (electronic device) side. For example, if it is on the user terminal (such as a personal computer, smart phone, tablet computer, etc.), it may request from the cloud server to obtain the skill information of the game object available to the player user and the opponent's formation information, and then display it in the formation interface of the game match; if it is on the cloud server side, it may query the skill information of the game object available to the player user and the opponent's formation information, etc. after receiving the formation request before the game battle of the player user.

[0035] It should be noted that the method of this embodiment is based on the game data of each player user in the game, and will not involve the personal privacy data of the player user, thereby ensuring the privacy security of the user.

[0036] Step 102: In response to a selection operation by the user, a target game object participating in the game match is determined from available game objects.

[0037] Step 103: In response to the user's adjustment operation, determine the skill release order between the target game objects.

[0038] As an optional method, for this embodiment, all game object resources available to player users can be fully utilized to rationally utilize existing game object resources to enrich the game content. In the formation stage before the game battle, from these available game object resources, the target game objects suitable for the current game and the skill release order between the target game objects can be intelligently matched for the player users for selection, thereby improving the efficiency of the game experience.

[0039] As another optional method, players can also manually select configurations according to their own needs. For example, players can observe both sides when deploying their formations before the battle, that is, based on the skill information of the user's existing game objects and the opponent's formation information, arrange the skill release order between the target game objects to be put into play and the target game objects in advance. Compared with the previous optional method, this can not only avoid writing intelligent AI during development (that is, choosing skill release based on preset conditions), saving development costs, but also solve the pain point that the automatic skill release order is not smart enough in the actual experience of players.

[0040] Step 104: Process the content display information of the game match according to the skill release sequence between the target game objects and the target game objects and in combination with the opponent's formation information.

[0041] After the target game objects participating in the game match and the skill release sequence between the target game objects are determined, the user can trigger the command to start the game, such as clicking a button to start the battle. On the machine side of the interactive device or equipment, the game match content display information can be processed based on the skill release sequence between the target game objects and the opponent's formation information. For example, in a multi-round game match process, in each round, according to the opponent's game object position and our skill release effect, the specific game match content is processed and displayed.

[0042] Compared with the current way of setting in round-based games (i.e., setting during battle), this embodiment puts the automatic battle setting in the formation stage before the game battle, and uniformly sets the formation of the game objects in the entire game and the skill release order of the game objects in the formation before the game battle. It is truly automatic, that is, after the player turns on the automatic battle in the game, he does not need to perform strategy operations, and truly reduces the burden in the game after turning on the automatic battle. By applying the technical solution of this embodiment, the game plan set by the user in advance can be applied throughout the multi-round turn-based game without any changes, including the target game objects participating in the game game, and the skill release order between the target game objects, etc., reducing the number of user settings during the game, thereby saving the user's operating costs, thereby improving the efficiency of the game experience.

[0043] Further, as a refinement and extension of the above embodiment, in order to fully illustrate the specific implementation process of the method of this embodiment, this embodiment provides the following Figure 2 The specific method shown includes:

[0044] Step 201: Receive the user's formation command and display the formation interface for the game.

[0045] Step 202: In response to a selection operation by the user, a target game object participating in the game match is determined from available game objects.

[0046] In order to help users better select suitable game objects to be played and improve game efficiency, optionally, step 202 may specifically include: based on the attribute information of the opponent's game object (such as the occupation category, role level, skill status, strength, stamina, health, agility, etc. of the game object), and the formation information of the opponent's game object, and in combination with the skill information of the available game objects, select the game object that meets the preset restraint relationship from the available game objects, and display the recommended information of the game object to be played; in response to the user's selection operation based on the recommended information, determine the target game object participating in the game game from the available game objects.

[0047] The preset restraint relationship can be pre-set according to actual needs. For example, the restraint relationship is pre-set according to the five elements, such as metal restrains wood, wood restrains earth, earth restrains water, water restrains fire, and fire restrains metal. In the current game scene, the opponent's game objects are metal defensive characters in the front, and earth offensive characters in the back. And we can select wood defensive characters from the user's available game objects according to the preset five-element restraint relationship to restrain the opponent's earth offensive characters; and select fire offensive characters from the user's available game objects to restrain the opponent's metal defensive characters. Based on this content, recommendation information is generated and displayed to the user, and the user can select the target game object to be played according to the recommended content.

[0048] Through this optional method, the target game object suitable for playing can be accurately determined and recommended to the user, so as to maximize the probability of winning the game. It can also improve the efficiency of the user's selection of game objects, thereby improving the efficiency of the game, thereby enhancing the user's gaming experience.

[0049] Step 203: Based on the skill information of the target game object, display the skill components corresponding to each target game object and the sorting information between the skill components.

[0050] After the target game objects to be played are determined, the skill release order between the target game objects is also a factor that can determine whether the game is won. In order to help users accurately adjust the skill release order between the target game objects, the skill components corresponding to each target game object and the sorting information between the skill components can be displayed based on the skill information of the target game objects. In this way, users can accurately adjust the skill release order between the target game objects based on the sorting information between the displayed skill components, thereby improving the efficiency of determining the skill release order.

[0051] Exemplarily, the above-mentioned display of the skill components corresponding to the target game objects according to the skill information of the target game objects may specifically include: first extracting the avatar and skill icon of the target game object; then combining the avatar and skill icon of the target game object as a display icon to display the skill components corresponding to the target game object. In this way, when viewing the skill components, the user can quickly understand which skill the skill component corresponds to through the display icon, thereby helping the user improve the efficiency and accuracy of skill release sorting.

[0052] Step 204: In response to the user's adjustment operation, the skill release order between the target game objects is determined by adjusting the sorting information between the skill components.

[0053] For example, after the user clicks the function key for adjusting the skill sequence, the skill component sorting information can be output, and the skill components in the sorting information can adjust their relative order according to the adjustment instruction; then, the skill release order between the target game objects is determined according to the sorting information after the skill component sorting adjustment. For example, the adjustment instruction can be an adjustment instruction for dragging the skill component, and a "special move" function button can be pre-set on the formation interface before the game battle. After the user clicks the "special move" function button, the following can be displayed: Figure 3 The skill sorting interface shown in the figure. There are 5 skill components, and the display icon of each skill component is generated by combining the avatar of the game character on the field and the skill icon it possesses. Players can decide the order of the special moves of the characters on the field by dragging the sorting. After the battle begins, the avatar sorting below is the adjusted sorting. If the user needs to adjust the sorting between skills 4 and 5, he can drag the corresponding skill component of skill 4, such as Figure 4 As shown, drag the skill component corresponding to skill 4 to the position of skill 5, and the original position of skill 4 is vacant, which can be automatically filled by the skill component of the original skill 5, and finally achieve the following Figure 5 The effect after dragging is shown.

[0054] Furthermore, the method of this embodiment may also include: in response to the update selection operation of the target game object, updating the sorting information between the skill components according to the newly selected target game object. For example, in response to the adjustment instruction of the game object on the field, the sorting information is updated according to the game object off the field and the new game object on the field. Through this optional method, while adjusting the game object on the field, the skill release order of the game object can be automatically adjusted, thereby improving the adjustment efficiency of the skill release order and thus improving the game efficiency.

[0055] Exemplarily, the above-mentioned updating of the sorting information between the skill components according to the newly selected target game object may specifically include: deleting the skill component of the target game object selected to be removed from the sorting information, and adding the skill component of the newly selected target game object to the end of the sorting information. For example, the battle can be started directly after the sorting is completed. If you switch back to the formation and perform the operation of entering and leaving the formation, the skill component of the newly entering character will be automatically added to the end of the sorting.

[0056] Through the above optional methods, users can uniformly set the game object array and the skill release order of the game objects in the array before the game battle according to actual needs. The operation is simple. The skill release order of the game objects can be automatically adjusted by simply dragging the skill components, which improves the adjustment efficiency of the skill release order and thus improves the game efficiency. And through the above optional methods, the "intelligent part" that needs to be written during the development process is reduced, such as the skill order under different lineups, etc., and these are left to the players to decide, retaining the strategic dimension of the skill order after the automatic battle is turned on. At the same time, this part of the content is placed before the battle, and the operation during the battle is reduced, so that after the automatic battle is turned on, there is really no manual demand in the game.

[0057] The above-mentioned user selects the target game object to be put on the field according to actual needs, and the method of adjusting the skill release order between the target game objects can be one of the optional specific implementation methods of the process shown in steps 202 to 204. As another optional specific implementation process, the skill release order between the target game objects can also be calculated by a machine learning model, and then recommended to the user for selection, that is, the result is quickly and accurately obtained by means of AI recognition, thereby helping the user to make a quick selection; accordingly, the method of this embodiment can also include: first, creating a training set based on sample data of historical game matches; and then using the training set to train a machine learning model.

[0058] The machine learning model can also be trained based on the experimental data of a large number of player users. For example, the player user can observe the opponent lineup to be challenged, select the game object to be played, and adjust the skill release order of the game object to be played, and then challenge to determine whether it is a victory. If it is a victory, it means that the game object selected to be played and the corresponding skill release order can cope with this opponent lineup. If it fails, the battle is over. The player can reflect on the current battle and re-adjust his game object lineup and skill release order so that he can challenge the same opponent lineup again in the future. Record this game data, including positive and negative samples, and then train the machine learning model, or the machine learning model can be continuously updated according to the latest game data to improve the recognition accuracy of the machine learning model. If the subsequent game fails, the user's adjusted winning game object selection information and the corresponding skill release order are obtained; then the adjusted winning game object selection information and the corresponding skill release order are used to update the machine learning model to improve the subsequent recognition accuracy of the machine learning model.

[0059] Step 205: Process the content display information of the game match according to the skill release sequence between the target game objects and the target game objects and in combination with the opponent's formation information.

[0060] Optionally, step 205 may specifically include: displaying the release skill effect of the corresponding target game object according to a preset priority mode and skill release order of the skill release.

[0061] The preset priority mode can be set in advance according to actual needs, and can be used to respond to different situations in the process of skill release in a timely manner. In order to illustrate how to achieve it, the following two optional methods are given:

[0062] As an optional method, the above-mentioned display of the skill release effect of the corresponding target game object according to the preset priority mode and skill release order of the skill release may specifically include: obtaining the game state of the target game object in the front position; if the game state meets the preset abnormal conditions, allowing the skill release of the corresponding target game object in the back position to be triggered; if the game state does not meet the preset abnormal conditions, giving priority to allowing the skill release of the target game object in the front position to be triggered.

[0063] For example, skill sorting priority can accumulate energy (game resources consumed when releasing game skills. If the game resources are insufficient, the corresponding game skills cannot be released). Under this skill release priority mode setting, it is equivalent to strictly releasing in order. If the energy consumption of the front position is higher than that of the back position, even if the back position is lit, you need to wait until the front position is released before releasing the back position trick. Among them, only energy can be processed in this way. Other conditions such as the front position is dead, controlled, and cooling down will give priority to releasing the back position trick.

[0064] As another optional method, the above-mentioned display of the skill release effect of the corresponding target game object according to the preset priority mode and skill release order of the skill release may specifically include: obtaining the resources required for the front target game object to release the skill; if the resources required for the front target game object to release the skill are sufficient, then the skill release of the front target game object is preferentially allowed to be triggered; if the resources required for the front target game object to release the skill are insufficient and the resources required for the skill release of the corresponding back target game object are sufficient, then the skill release of the corresponding back target game object is allowed to be triggered.

[0065] For example, skills can be released first, and energy cannot be accumulated (the game resources consumed when releasing game skills. If the game resources are insufficient, the corresponding game skills cannot be released). Under this skill release priority mode setting, it is equivalent to not allowing the existence of available special moves but not releasing them. If the energy consumption of the front position is higher than that of the rear position, and the energy is enough for the rear position but not for the front position, the special move will be released directly at the rear position; all conditions of the special move are not distinguished, as long as it is lit, the special move on the left side will be released first.

[0066] The above two optional methods represent two modes of skill release priority processing, which can be set by the user or the system before the game battle according to actual needs. Accurately processing the game release priority can meet the user's game needs and improve the game experience of players.

[0067] By applying the technical solution of this embodiment, the generated game plan can be applied throughout a multi-round turn-based game without any changes, reducing the number of user settings during the game, thereby saving the user's operating costs, and thus improving the efficiency of the game experience.

[0068] Further, as Figure 1 and Figure 2 The specific implementation of the method shown in the embodiment provides an interactive device for a game object, such as Figure 6 As shown, the device includes: a display module 31, a determination module 32, and a processing module 33.

[0069] The acquisition module 31 is configured to receive a user's formation instruction and display a formation interface for the game, wherein the formation interface includes skill information of available game objects and opponent's formation information;

[0070] A determination module 32 is configured to determine, in response to the user's selection operation, a target game object participating in the game from the available game objects;

[0071] The determination module 32 is configured to determine the skill release order between the target game objects in response to the user's adjustment operation;

[0072] The processing module 33 is configured to process the content display information of the game match according to the skill release order between the target game object and the target game object and in combination with the opponent's formation information.

[0073] In a specific application scenario, the determination module 32 is specifically configured to display the skill components corresponding to each of the target game objects and the sorting information between the skill components based on the skill information of the target game objects; in response to the user's adjustment operation, the skill release order between the target game objects is determined by adjusting the sorting information between the skill components.

[0074] In a specific application scenario, the determination module 32 is further configured to update the sorting information between the skill components according to the newly selected target game object in response to an update selection operation of the target game object.

[0075] In a specific application scenario, the determination module 32 is further configured to delete the skill component of the target game object selected to be played from the sorting information, and to add the skill component of the target game object newly selected to be played to the end of the sorting information.

[0076] In a specific application scenario, the determination module 32 is further configured to extract the avatar and skill icon of the target game object; combine the avatar and skill icon of the target game object as a display icon to display the skill component corresponding to the target game object.

[0077] In a specific application scenario, the determination module 32 is further configured to select a game object that meets a preset restraint relationship from the available game objects based on the attribute information of the opponent's game objects and the formation information of the opponent's game objects, and in combination with the skill information of the available game objects, and display the recommended information of the game objects on the field; in response to the user's selection operation based on the recommended information, determine the target game object participating in the game game from the available game objects.

[0078] In a specific application scenario, the processing module 33 is specifically configured to display the release skill effect of the corresponding target game object according to the preset priority mode of skill release and the skill release order.

[0079] In a specific application scenario, the processing module 33 is also specifically configured to obtain the game state of the target game object in the front position; if the game state meets the preset abnormal conditions, it is allowed to trigger the skill release of the corresponding target game object in the rear position; if the game state does not meet the preset abnormal conditions, it is preferentially allowed to trigger the skill release of the target game object in the front position.

[0080] In a specific application scenario, the processing module 33 is also specifically configured to obtain the resources required for the front target game object to release skills; if the resources required for the front target game object to release skills are sufficient, the skill release of the front target game object is preferentially allowed to be triggered; if the resources required for the front target game object to release skills are insufficient and the resources required for the corresponding rear target game object to release skills are sufficient, the skill release of the corresponding rear target game object is allowed to be triggered.

[0081] In a specific application scenario, optionally, the game is a turn-based game.

[0082] It should be noted that for other corresponding descriptions of the functional units involved in the interactive device for a game object provided in this embodiment, reference can be made to Figure 1 and Figure 2 The corresponding description in will not be repeated here.

[0083] Based on the above Figure 1 and Figure 2 The method shown in the embodiment also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the above-mentioned Figure 1 and Figure 2 The interactive methods of the game objects shown.

[0084] Based on this understanding, the technical solution of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.), and includes a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods of various implementation scenarios of the present disclosure.

[0085] Based on the above Figure 1 and Figure 2 The method shown, and Figure 6 In order to achieve the above-mentioned purpose, the embodiment of the present disclosure also provides an electronic device, which can be a personal computer, a smart phone, a tablet computer or other network device, etc. The device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to achieve the above-mentioned Figure 1 and Figure 2 The interactive methods of the game objects shown.

[0086] Optionally, the above-mentioned physical device may also include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface may include a display, an input unit such as a keyboard, etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a WI-FI interface), etc.

[0087] Those skilled in the art will appreciate that the above-mentioned physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or a combination of certain components, or different arrangements of components.

[0088] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the above-mentioned physical device, and supports the operation of the information processing program and other software and / or programs. The network communication module is used to realize the communication between the components inside the storage medium, and the communication with other hardware and software in the information processing physical device.

[0089] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present disclosure can be implemented by means of software plus the necessary general hardware platform, or by hardware. By applying the solution of this embodiment, this embodiment puts the automatic combat setting in the formation stage before the game battle, and uniformly sets the formation of the game objects of the entire field and the skill release order of the game objects in the formation before the game battle. It is truly automatic, that is, after the player turns on the automatic combat in the game, there is no need to perform strategic operations, and the burden in the game after turning on the automatic combat is truly reduced. By applying the technical solution of this embodiment, the generated game plan can be applied throughout the game in a multi-round turn-based game without any changes, reducing the number of user settings during the game, thereby saving the user's operating costs, thereby improving the efficiency of the game experience.

[0090] It should be noted that, in this article, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.

[0091] The above description is only a specific embodiment of the present disclosure, so that those skilled in the art can understand or implement the present disclosure. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present disclosure. Therefore, the present disclosure will not be limited to the embodiments described herein, but will conform to the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for interacting with game objects, characterized in that: include: Receive a user's formation instruction and display a formation interface for the game, wherein the formation interface includes skill information of available game objects and opponent's formation information, and the formation interface is used to set the formation of game objects for the entire turn-based game; In response to the user's selection operation, determining a target game object participating in the game match from the available game objects; In response to the user's adjustment operation, determining a skill release order among the skills to be released of the target game object; According to the preset priority mode of skill release of the target game object and the skill release order, display the release skill effect of the corresponding target game object; Among them, the preset priority mode includes: if the resources consumed by the front target game object to release the skill are sufficient, then the skill release of the front target game object is preferentially allowed to be triggered; if the resources consumed by the front target game object to release the skill are insufficient, and the resources consumed by the corresponding rear target game object to release the skill are sufficient, then the skill release of the corresponding rear target game object is allowed to be triggered; the front target game object is ranked ahead of the rear target game object in the skill release order.

2. The method according to claim 1, characterized in that The step of determining the skill release order of the target game object's skills to be released in response to the user's adjustment operation specifically includes: According to the skill information of the target game object, the skill components corresponding to the skills to be released of the target game object and the sorting information between the skill components are displayed; In response to the user's adjustment operation, the skill release order between the skills to be released of the target game object is determined by adjusting the sorting information between the skill components.

3. The method according to claim 2, characterized in that The method further comprises: In response to the update selection operation of the target game object, the sorting information between the skill components is updated according to the newly selected target game object.

4. The method according to claim 3, characterized in that The updating of the sorting information between the skill components according to the newly selected target game object specifically includes: The skill component of the target game object selected to be played is deleted from the sorting information, and the skill component of the target game object newly selected to be played is added to the end position of the sorting information.

5. The method according to claim 2, characterized in that: The displaying of skill components corresponding to the skills to be released of the target game object according to the skill information of the target game object specifically includes: Extract the target game object's avatar and the skill icon of the skill to be released; Combine the avatar and skill icon of the target game object as a display icon to display the skill component corresponding to the target game object.

6. The method according to claim 1, characterized in that In response to the user's selection operation, determining a target game object participating in the game match from the available game objects specifically includes: Based on the attribute information of the opponent's game object and the formation information of the opponent's game object, and in combination with the skill information of the available game objects, select a game object that meets the preset restraint relationship from the available game objects, and display the recommended information of the game object; In response to the user's selection operation according to the recommendation information, a target game object participating in the game match is determined from the available game objects.

7. The method according to claim 1, characterized in that The displaying of the release skill effect of the corresponding target game object according to the preset priority mode of the skill release of the target game object and the skill release order specifically includes: Get the game status of the target game object in the front position; If the game state meets the preset abnormal conditions, the skill release of the target game object at the corresponding post-position is allowed to be triggered; If the game state does not meet the preset abnormal condition, the skill release of the target game object in the front position is preferentially allowed to be triggered.

8. The method according to claim 1, characterized in that: The displaying of the skill release effect of the corresponding target game object according to the preset priority mode of the skill release of the target game object and the skill release order specifically includes: Get the resources consumed by the target game object in the front position to release skills; If the resources consumed by the target game object in the front position to release the skill are sufficient, the skill release of the target game object in the front position is preferentially allowed; If the resources consumed by the target game object in the front position to release the skill are insufficient, and the resources consumed by the target game object in the back position to release the skill are sufficient, then the skill release of the target game object in the back position is allowed to be triggered.

9. An interactive device for a game object, characterized in that: include: A display module is configured to receive a user's formation instruction and display a formation interface for the game, wherein the formation interface includes skill information of available game objects and opponent's formation information, and the formation interface is used to set the formation of game objects for the entire turn-based game; A determination module, configured to determine, in response to a selection operation of the user, a target game object participating in the game match from the available game objects; The determination module is further configured to determine the skill release order between the skills to be released of the target game object in response to the adjustment operation of the user; A processing module, configured to display a skill release effect of a corresponding target game object according to a preset priority mode of skill release of the target game object and the skill release order; Among them, the preset priority mode includes: if the resources consumed by the front target game object to release the skill are sufficient, then the skill release of the front target game object is preferentially allowed to be triggered; if the resources consumed by the front target game object to release the skill are insufficient, and the resources consumed by the corresponding rear target game object to release the skill are sufficient, then the skill release of the corresponding rear target game object is allowed to be triggered; the front target game object is ranked ahead of the rear target game object in the skill release order.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 8 is implemented.

11. An electronic device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, characterized in that: When the processor executes the computer program, the method according to any one of claims 1 to 8 is implemented.

Citation Information

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