A method, device, computer equipment and medium for processing information in a game
By introducing information processing methods of attack weapon switching and game mode adjustment in the game, the problems of low game playability and low player retention in the existing technology are solved, the complexity and participation of the game are improved, and server resources are reduced. the waste of the waste.
Patent Information
- Application Number
- CN202211254795.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-13
- Publication Date
- 2025-02-14
- Estimated Expiration
- 2042-10-13
AI Technical Summary
In the prior art, the game server resource consumption is problematic due to the low playability of the game and the low player retention rate.
By introducing an information processing method into the game, control the game characters to attack the opponent's characters with attack weapons, and switch attack weapons under specific conditions, adjust the game mode to increase the complexity and challenge of the game.
It improves the richness of gameplay, increases player participation, reduces player loss, and avoids the use of game server resources.
Smart Images

Figure CN115445197B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of online games, and in particular to a method, device, computer equipment and medium for processing information in a game. Background Art
[0002] In virtual reality applications, three-dimensional map programs, military simulation programs, first-person shooting games (FPS), multiplayer online tactical competitive games (MOBA), massively multiplayer online games (MMOG), massively multiplayer online role-playing games (MMORPG), single-player games and other types of games, although there are more and more types of games, the game content in some games is similar. If the game modes are too conventional, it is easy to reduce the player's experience and affect the long-term retention of players. The possibility of some players leaving due to the overly common gameplay increases greatly, and there is a problem of idle game server resources. Summary of the invention
[0003] In view of this, the purpose of this application is to provide an information processing method, device, computer equipment and medium in a game, which is used to solve the problem in the prior art that the game server is idle due to the low playability of the game and the low player retention rate.
[0004] In a first aspect, an embodiment of the present application provides a method for information processing in a game, wherein the game includes a first game character and a second game character, and the first game character is set with a preset life value, and the method includes:
[0005] Controlling the first game character to attack the second game character using a first attack weapon;
[0006] In response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, controlling the first attack weapon to drop, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character;
[0007] In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease;
[0008] When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon;
[0009] Control the first game character to use the second attack weapon to attack the second game character.
[0010] In a second aspect, an embodiment of the present application provides a device for information processing in a game, wherein the game includes a first game character and a second game character, and the first game character is set with a preset life value, and the device includes:
[0011] A first attack module, used to control the first game character to attack the second game character using a first attack weapon;
[0012] A first switching module is used for controlling the first attack weapon to drop in response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character;
[0013] A second attack module, configured to control the health value of the first game character to decrease in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode;
[0014] A second switching module, configured to control the first game character to switch to a second attack weapon when the health value of the first game character decreases to a level that satisfies a first preset condition;
[0015] The third attack module is used to control the first game character to attack the second game character using the second attack weapon.
[0016] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.
[0017] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method are executed.
[0018] The method for information processing in a game proposed in an embodiment of the present application, first, controls the first game character to use a first attack weapon to attack the second game character; secondly, in response to the attribute value of the first attack weapon used by the first game character being reduced to meet a second preset condition, controls the first attack weapon to drop, and switches the game mode from a first mode in which the first game character's health value is not reduced by the attack of the second game character to a second mode in which the first game character's health value is reduced by the attack of the second game character; thirdly, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controls the health value of the first game character to be reduced; then, when the degree of reduction in the health value of the first game character meets the first preset condition, controls the first game character to switch to the second attack weapon; finally, controls the first game character to use the second attack weapon to attack the second game character.
[0019] In some embodiments, when the attribute value of a first attack weapon used by a first game character drops to a second preset condition, the first attack weapon will be shot down, and the second game character hit by the first attack weapon will pick up the first attack weapon, and the second game character will also use the first attack weapon to attack the first game character, thereby increasing the channel for the second game character to obtain attack props in the game. When the health value of the first game character drops to the first preset condition after the first game character drops the first attack weapon, the first game character will switch to the second attack weapon so that the first game character can use the second attack weapon to attack the second game character to resist the attack of the second game character on the first game character, thereby further enriching the attack methods of the first game character in the game, improving the richness of the gameplay, reducing player loss, and preventing the waste of game server resources.
[0020] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0022] Figure 1 A flowchart of a method for information processing in a game provided by an embodiment of the present application;
[0023] Figure 2A schematic diagram of a first attack weapon shooting down a target provided by an embodiment of the present application;
[0024] Figure 3 A schematic diagram of a first prompt information provided in an embodiment of the present application;
[0025] Figure 4 A schematic diagram of the structure of a computer device provided in an embodiment of the present application;
[0026] Figure 5 A schematic diagram of the structure of a device for information processing in a game provided in an embodiment of the present application. DETAILED DESCRIPTION
[0027] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0028] At present, there are more and more types of games, and the gameplay of most games is similar. For example, the game mode adopted in gun games is that players control game characters to use gun props to attack hostile game characters in game scenes, and players can have their own purchased gun props, and can also pick up gun props in the game scene. This type of game mode has been developed by many developers and given different game names and put into the game market. In this way, even if players download different games, the game modes are basically the same, which leads to the loss of some players in some games and causes idleness of game servers.
[0029] Based on the above defects, the embodiment of the present application provides a method for information processing in a game, such as Figure 1 As shown, the game includes a first game character and a second game character, the first game character is set with a preset life value, and includes the following steps:
[0030] S101, controlling the first game character to attack the second game character using a first attack weapon;
[0031] S102, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon of the first game character, and switching the game mode from a first mode in which the first game character does not have its health reduced by the attack of the second game character to a second mode in which the first game character has its health reduced by the attack of the second game character;
[0032] S103, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease;
[0033] S104, when the health value reduction degree of the first game character meets a first preset condition, controlling the first game character to switch to a second attack weapon;
[0034] S105: Control the first game character to use the second attack weapon to attack the second game character.
[0035] The method for processing information in the game in the embodiment of the present application can be run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for prompting information in the game is run on a server, it can be a cloud game.
[0036] In an optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating entity of the game program and the subject of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud gaming server. The terminal device is used for receiving and sending data and presenting the game screen. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the target player operates the terminal device to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the terminal device through the network. Finally, the terminal device decodes and outputs the game screen.
[0037] In an optional embodiment, the terminal device may be a local terminal device. The terminal device is an electronic device with a touch function, such as a smart phone. The 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 target 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 target player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the target 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 part of the game scene, 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. The content displayed in the graphical user interface includes a game screen, and the game screen may be a game screen of a part of the game scene. The terminal device may respond to the touch operation acting on the operation area in the graphical user interface, and control the character controlled by the player to perform virtual actions in the game scene, such as moving in the game scene, or releasing skills, etc. The game scene may include any one or more of the following game elements: landforms, rocks, flowers, rivers, buildings, virtual objects, game props, etc.
[0038] Generally speaking, a virtual camera is provided in the game scene, and the game screen displayed on the graphical user interface is part of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g., eye position) of the game character controlled by the player, and the virtual camera moves with the movement of the game character controlled by the player, and the direction of the virtual camera rotates with the rotation of the head of the game character controlled by the player, so that the game screen presented on the graphical user interface is part of the game scene within a preset range in front of the game character controlled by the player. For another example, in a third-person game, the virtual camera can be set directly above or above the back of the game character controlled by the player, so that the game screen presented on the graphical user interface is part of the game scene including the game character controlled by the player. If the account of the game character controlled by the player is logged in on the terminal device, the game character controlled by the player is controlled by the terminal device.
[0039] The game of the present application includes a game scene and a first game character and a second game character located in the game scene. The first game character is provided with a preset life value. The first game character and the second game character can be game characters controlled by the player or game characters not controlled by the player. The game character controlled by the player is a game character to which the player sends a control instruction through a terminal device, and the game character is controlled to perform corresponding actions according to the control instruction. The game character not controlled by the player is an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. During the game, the terminal device or the server generates a control instruction for the game character not controlled by the player according to the changes in the game scene, so that the game character not controlled by the player performs corresponding actions according to the control instruction. In the game, the first game character and the second game character are in a mutually hostile relationship, and the first game character and the second game character may fight in the game scene. Based on the mutually hostile relationship between the first game character and the second game character, the first game character and the second game character may have the following situations: when the first game character is a game character controlled by the player, the second game character may be a game character not controlled by the player or a game character controlled by the player; when the first game character is a game character not controlled by the player, the second game character may be a game character controlled by the player. In addition to the first game character and the second game character, the game scene also includes other game characters. The other game character virtual objects may be virtual characters, virtual animals, cartoon characters, etc. other than the first game character and the second game character. The other game characters may be artificial intelligence (AI) set in a virtual environment through training, or non-player characters (NPC) set in a virtual scene battle.
[0040] The method for information processing in the game of the present application can be applied to virtual reality application programs, three-dimensional map programs, military simulation programs, first-person shooting games (First-person shooting game, FPS), multiplayer online tactical competitive games (Multiplayer Online Battle Arena Games, MOBA), massively multiplayer online games (MassiveMltiPlayer Online Game, MMOG), massively multiplayer online role-playing games (MassiveMlti-PlayerOnline Role-Playing Game, MMORPG), single-player games (Single-Player Game), etc.
[0041] The method for information processing in the game in the embodiment of the present application can be applied in a real-time combat mode, in which the player controls the game character controlled by the player to act in the game scene through real-time instructions.
[0042] S101, controlling the first game character to attack the second game character using a first attack weapon.
[0043] In the above step S101, the first attack weapon can be used by the first game character to attack the second game character. The first attack weapon can be carried by the first game character when entering the game scene, or can be picked up by the first game character in the game scene after entering the game scene. The second game character is also set with a preset health value. When the second game character is hit by the first game character using the first attack weapon, the health value of the second game character decreases.
[0044] S102, in response to the attribute value of the first attack weapon used by the first game character decreasing to meet the second preset condition, controlling the first attack weapon to drop, and switching the game mode from a first mode in which the first game character does not have its health reduced by the attack of the second game character to a second mode in which the first game character has its health reduced by the attack of the second game character.
[0045] In the above step S102, the attribute value of the first attack weapon is used to characterize the use of the first attack weapon by the first game character. For example, the lower the attribute value of the first attack weapon, the shorter the time or fewer times the first game character can use the first attack weapon. The attribute value of the first attack weapon can be any one of the following values: the health value of the first attack weapon, the durability of the first attack weapon, the loss degree of the first attack weapon, etc. The second preset condition is set manually, and the second preset condition can be a fixed value. In the first game mode, the health value of the first game character does not decrease after being attacked by the second game character, that is, in the first game mode, the first game character can be in an invincible state. In the second game mode, the health value of the first game character decreases after being attacked by the second game character.
[0046] In a specific implementation, in the first mode, the second game character attacks the first attack weapon and / or the second game character attacks the first game character, which can reduce the attribute value of the first attack weapon. When the attribute value of the first attack weapon is reduced to a second preset condition, the first attack weapon will fall from the first game character (the first attack weapon may be automatically dropped from the first game character, or the first game character may discard the first attack weapon, such as Figure 2 As shown, the first attack weapon falls from the hand of the first game character, that is, position A, to position B), that is, the first game character can no longer use the first attack weapon. When the first attack weapon falls, the game mode switches from the first mode to the second mode. The second game character can perform an attack action by using the picked up first attack weapon, which increases the way for the second game weapon to obtain an attack weapon in the game, enriches the gameplay of the game, and improves the game experience of the player.
[0047] S103, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease.
[0048] In the above step S103, in the second mode, the second game character can pick up the first attack weapon dropped by the first game character, so that the second game character can use the first attack weapon to attack the first game character, and the health value of the first game character will be reduced after being attacked.
[0049] S104: When the reduction degree of the health value of the first game character meets a first preset condition, control the first game character to switch to a second attack weapon.
[0050] In the above step S104, the first preset condition is artificially set and can be a fixed value. The second attack weapon is an attack weapon used by the first game character to attack the second game character. The second attack weapon and the first attack weapon can be the same attack weapon or different attack weapons, and the attribute value of the second attack weapon can be reduced or not reduced. When the degree of reduction in the health value of the first game character in the second mode after being attacked reaches the first preset condition, the first game character can switch to the second attack weapon, and the second attack weapon can be carried by the first game character itself, or it can be obtained by the first game character in the game scene.
[0051] S105: Control the first game character to use the second attack weapon to attack the second game character.
[0052] In the above step S105, the first game character will use the switched second attack weapon to attack the second game character, and the health value of the second game character will be reduced after being attacked.
[0053] The method for information processing in the game provided by the embodiment of the present application, through the above five steps, when the attribute value of the first attack weapon used by the first game character is reduced to the second preset condition, the first attack weapon will be shot down, and the second game character attacked by the first attack weapon will pick up the first attack weapon, and the second game character will also use the first attack weapon to attack the first game character, thereby increasing the channel for the second game character to obtain attack props in the game. When the health value of the first game character is reduced to the first preset condition after the first game character drops the first attack weapon, the first game character will switch to the second attack weapon, so that the first game character can use the second attack weapon to attack the second game character to resist the attack of the second game character on the first game character, and further enrich the attack method of the first game character in the game, improve the richness of the game play, reduce player loss, and prevent the waste of game server resources.
[0054] The attribute value of the first attack weapon may be reduced in the following manner, that is, step S102 includes:
[0055] Step 1021, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon;
[0056] Step 1022, in response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, controlling the first attack weapon to be shot down by the second game character.
[0057] In the above step 1021, the first attack weapon may be attacked, and after the first attack weapon is hit, the attribute value of the first attack weapon will decrease.
[0058] In a specific implementation, when the first attack weapon is used by the first game character, the second game character can attack the first attack weapon, and the second game character can use the third attack weapon currently used by itself to attack the first attack weapon, wherein the third attack weapon can be the attack weapon carried by the second game character when entering the game scene, or it can be the attack weapon obtained by the second game character in the game scene (the attack weapon obtained by the second game character in the game scene can be the attack weapon picked up by the second game character in the game scene, or it can be the attack weapon obtained by the second game character in the game scene by exchanging virtual resources). After the first attack weapon is hit, the attribute value of the first attack weapon will decrease.
[0059] In the above step 1022, the attribute value of the first attack weapon is reduced to meet the second preset condition, which is equivalent to the first attack weapon being shot down by the second game character.
[0060] The attribute value of the first attack weapon may also be reduced in the following manner, that is, step S102 includes:
[0061] Step 1023, in response to the first game character using the first attack weapon to attack the second game character, reducing the attribute value of the first attack weapon;
[0062] Step 1024, in response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, controlling the first attack weapon to be shot down by the second game character.
[0063] In the above step 1023, the first attack weapon should be regarded as a consumable. When the first game character uses the first attack weapon, the first attack weapon will be gradually consumed, that is, the attribute value of the first attack weapon will decrease.
[0064] For a detailed description of the above step 1024 , please refer to the above step 1022 .
[0065] The attribute value of the first attack weapon may also be reduced in the following manner, that is, step S102 includes:
[0066] Step 1025, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon;
[0067] Step 1026, in response to the first game character using the first attack weapon to attack the second game character, reducing the attribute value of the first attack weapon;
[0068] Step 1027, in response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, controlling the first attack weapon to be shot down by the second game character.
[0069] For a detailed description of step 1025, refer to step 1021, for a detailed description of step 1026, refer to step 1023, and for a detailed description of step 1027, refer to step 1022. The reduction range of the attribute value when the first attack weapon is hit by the second game character may be greater than or equal to the reduction range of the attribute value when the first attack weapon is used.
[0070] During the game, the battle is very chaotic, and the second game character may not be able to notice the location where the first attack prop was shot down in time. Therefore, the method provided by the present application can prompt the second game character to find the shot down first attack weapon as soon as possible, that is, the method of the present application also includes:
[0071] Step 106, in response to the first attack weapon being shot down by the second game character, generating first prompt information of the shot down first attack weapon; the first prompt information is used to indicate the location of the shot down first attack weapon.
[0072] In the above step 106, the first prompt information is used to indicate the location of the first attack weapon that was shot down. The first prompt information may include any one or more of the following information: the route between the target virtual character and the target virtual prop, a light beam with a preset height displayed at the location of the target virtual prop, and a prompt icon pointing in the direction of the target virtual prop. Figure 3 As shown, there is an obstacle between the second game character and the first attack weapon, which causes the second game character to be unable to quickly see the first attack weapon, so the first prompt information is used to guide the second game character to find the first attack weapon.
[0073] In a specific implementation, when a first attack item held by a first game character is shot down, a first prompt information is used to indicate the location of the first attack item, so that the second game character can find the first attack item as quickly as possible in the game scene based on the first prompt information, and then the second game character can also use the first attack item to attack the first game character as quickly as possible.
[0074] Before the second game character picks up the first attack item, it can use the attack item it has to attack the first game character. Of course, the health of the first game character will be reduced only after being attacked in the second mode. After the first game character picks up the first attack item, it can also use the first attack item to attack the first game character. Of course, the attack effects of different attack items may be different. That is, step S103 includes:
[0075] Step 1031, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health of the first game character to decrease according to a first amplitude;
[0076] The method further comprises:
[0077] Step 107, in response to the second game character hitting the first game character in the second mode, controlling the life value of the first game character to decrease according to a second amplitude; the second amplitude is greater than the first amplitude.
[0078] In the above steps 1031 and 107, in the second mode, the attack strength of the second game character using the first attack weapon on the first game character is greater than the attack strength of the second game character using its third attack weapon on the first game character, that is, the first game character will have its health reduced by a first amplitude when it is hit by the first attack weapon, and the first game character will have its health reduced by a second amplitude less than the first amplitude when it is hit by the third attack weapon. For example, if the second game character hits the first game character with the first attack weapon, the health of the first game character will be reduced by 10, and if the second game character hits the first game character with the third attack weapon, the health of the first game character will be reduced by 5.
[0079] For the case where the second amplitude is greater than the first amplitude, the present application provides a specific embodiment, that is, the method of the present application further includes:
[0080] Step 110, in response to the second game character using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease;
[0081] Step 111 responds to the second game character attacking the first game character using a third attack weapon in the second mode, controlling the life value of the first game character to remain unchanged; the third attack weapon is an attack weapon other than the first attack weapon possessed by the second game character.
[0082] In the above steps 120 and 121, in the second mode, when the second game character uses the first attack weapon to hit the first game character, the health value of the first game character will be reduced, and when the second game character uses the third attack weapon to hit the first game character, the health value of the first game character will not change. That is, in the second mode, the attack force of the first attack weapon on the first game character is greater than the attack force of the third attack weapon on the first game character, and the first amplitude of the reduction in health value when the first game character is hit by the first attack prop is greater than the second amplitude of the reduction in health value when the first game character is hit by the third attack prop.
[0083] During the game, the attack capability of the first game character may be greater than the attack capability of the second game character, so for the fairness of the game, the attack capability of the first game character will be appropriately weakened, that is, the method of the present application also includes:
[0084] Step 108: The first game character maintains a posture unchanged within a preset time after entering the second mode, and generates a second prompt message of the remaining duration of the preset time.
[0085] In the above step 108, the second prompt information is used to prompt the remaining time for the first game character to keep the posture unchanged, and the second prompt information includes any one or two of the following information: a progress bar representing the remaining time of the preset time, and text representing the remaining time of the preset time.
[0086] In a specific implementation, after entering the second mode, the first game character is controlled to maintain an unchanged posture within a preset time, that is, the first game character can only be attacked by the second game character within the preset time and cannot fight back against the second game character, and the prompt information can be used to prompt the second game character to know how much time is left for the first game character to stop maintaining an unchanged posture, so that the second game character can dodge as much as possible when the first game character makes a counterattack, thereby reducing the situation where the second game character is attacked by the first game character, improving the player's retention rate during the game, and reducing the waste of game server resources.
[0087] Of course, in order to enrich the game content, the life of the first game character will be preserved as much as possible during the game, that is, the method of the present application also includes:
[0088] Step 109: When the reduction degree of the health value of the first game character meets the first preset condition, the game mode is switched from the second mode to the first mode, and the first game character is controlled to switch to a second attack weapon.
[0089] In the above step 109, when the health value of the first game character decreases and decreases to the first preset condition, it means that the vitality of the first game character is relatively weak. In order to allow the first game character to exist in the game scene for a longer period of time, the game mode will be directly switched from the second mode to the first mode, so that the health value of the first game character will not be reduced even if attacked in the first mode, and the first game character will also use the second attack weapon to fight against the second game character, which further enriches the gameplay of the game, improves the player retention rate, and reduces the idleness of the game server.
[0090] Different attack weapons can be used in specific usage scenarios, that is, step S104 in this application includes:
[0091] Step 1041, when the health value reduction degree of the first game character meets the first preset condition, control the second game character to be transferred to the first preset position, and control the first game character to switch to the second attack weapon; the distance between the first preset position and the second game character is greater than the preset distance, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance;
[0092] Step S105 includes:
[0093] Step 1051: Control the first game character to attack the second game character at a first preset position using the second attack weapon.
[0094] In the above steps 1041 and 1051, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance, that is, the attack range of the second attack weapon is greater than the attack range of the first attack weapon. The distance between the first preset position and the second game character is greater than the preset distance, and the attack range of the second attack weapon is greater than the preset distance, that is, the second game character can be hit by attacking with the second attack weapon at the first preset position, but because the attack range of the first attack weapon is less than the preset distance, the second game character cannot hit the first game character using the first attack weapon.
[0095] In a specific implementation, when the degree of reduction in the health value of the first game character meets the first preset condition, the first game character is transmitted to the first preset position, so that the first game character can hit the second game character using the second attack weapon, and the second game character cannot hit the first game character using the first attack weapon. This can reduce the number of times the first game character is hit, increase the survival time of the first game character in the game, increase the richness of the game, reduce player loss, and prevent game server waste.
[0096] In the game scene, other game characters besides the first game character and the second game character may be set to increase the richness of the game content during the game, that is, the method of the present application also includes:
[0097] Step 112, when the degree of reduction of the health value of the first game character meets the first preset condition, at least one game character refresh control is set at a second preset position in the game scene, and the at least one game character refresh control is controlled to refresh a third game character for attacking the second game character in the vicinity thereof; the number of the game character refresh controls is negatively correlated with the health value of the first game character.
[0098] In the above step 112, the game character refresh control is used to output a third game character in the game scene, the third game character is a game character that is hostile to the second game character, and the third game character hits the second game character, and the life value of the second game character is reduced. The second preset position can be considered to be set, or it can be randomly set. When the game scene includes multiple game character refresh controls, it can be that all game character refresh controls are included in the second preset position (so that the game character refresh controls in the game scene will be concentrated in an area), or it can be that the second preset position contains a game character refresh control (so that the game character refresh controls in the game scene will be more dispersedly set in the game scene). The number of the game character refresh controls is negatively correlated with the health value of the first game character, that is, the lower the health value of the first game character, the larger the number of the game character refresh controls, and thus the number of third game characters output by the game character refresh controls will also be greater, controlling the third game character to attack the second game character, that is, utilizing the attention of the third game character to reduce the attack of the second game character on the first game character, allowing the first game character to exist in the game scene for a longer period of time, thereby enriching the gameplay of the game, improving the player retention rate, and reducing the idleness of the game server.
[0099] The first game character can also use the fourth attack weapon to attack the second game character, thereby increasing the richness of the game content. That is, the method of the present application further includes:
[0100] Step 113, in response to the second game character attacking the at least one game character refresh control, controlling the life value of the at least one game character refresh control to decrease;
[0101] Step 114, in response to the health value of the at least one game character refresh control satisfying a third preset condition, or the duration of the first game character using the second attack weapon reaching a second preset duration, control the first game character to switch to a fourth attack weapon, and control the first game character to use the fourth attack weapon to attack the second game character.
[0102] In the above step 113, the game character refresh control is also set with a corresponding health value. The second game character attacks the game character refresh control, which can reduce the health value of the game character refresh control. When the health value of the game character refresh control is reduced to a preset value, the game character refresh control will disappear in the game scene and stop refreshing the third game character.
[0103] In the above step 114, the third preset condition may be preset manually. For example, the third preset condition may be that the sum of the life values of the game character refresh controls in the game scene is reduced to a preset life value. The third preset condition may also be that the life value of each game character refresh control in the game scene is reduced to a preset value and disappears in the game scene. The second preset duration may be a fixed time length set manually. The fourth attack weapon is an attack weapon used by the first game character to attack the second game character, and an attack weapon that will cause damage to the second game character.
[0104] In a specific implementation, controlling the first game character to switch to the fourth attack weapon may include any of the following switching conditions: the life value of at least one game character refresh control meets the third preset condition (for example, the life values of the game character refresh controls in the game scene are all reduced to 0), or the duration of the first game character using the second attack weapon reaches the second preset duration (for example, the duration of the first game character using the second attack weapon reaches 60 seconds). When any of the above switching conditions for controlling the first game character to switch to the fourth attack weapon is met, the first game character is controlled to use the fourth attack weapon so that the first game character uses the fourth attack weapon to hit the second game character.
[0105] In order to enrich the game content, some attack methods can be repeatedly executed during the game, that is, the method of the present application also includes:
[0106] Step 115, after the first game character uses the fourth attack weapon to attack a predetermined number of times, if the life value of the first game character does not meet the fourth preset condition, re-execute the step of controlling the first game character to use the first attack weapon to attack the second game character, and when the life value of the first game character does not meet the fourth preset condition, control the first game character to alternately use the first attack weapon and the third attack weapon to attack the second game character.
[0107] In the above step 115, the fourth preset condition may be set manually.
[0108] In a specific implementation, when the first game character uses the fourth attack weapon for a predetermined number of times and the health value of the first game character reaches the fourth preset condition, step S101 is re-executed, that is, the first game character uses the first attack weapon to attack the second game character again, and during the process in which the health value of the first game character reaches the fourth preset condition, the first game character can alternately use the first attack weapon and the fourth attack weapon. By alternately using the first attack weapon and the fourth attack weapon, the game content during the game process becomes more complicated, the player's interest in the game is increased, the loss of players is avoided, and the game server is prevented from being wasted.
[0109] The technical contents mentioned in the method of information processing in the game in the present application are all game mechanisms that can be set in the same game. Combining the above multiple game mechanisms can make the game play more diverse, thereby increasing the playability of the game. Based on this, the present application provides a feasible embodiment based on the game mechanism mentioned above:
[0110] In the game preparation stage, a barrier that blocks the movement of the player character (the game character controlled by the player in the game scene, which may be the second game character mentioned above) and a first machine gun placed at a preset position are set in the game preparation scene, the player character picks up the first machine gun to attack the barrier, and after the barrier is broken, the player character is controlled to perform the game battle scene. The bullets in the first machine gun can just break the barrier.
[0111] In the first stage, the Boss (a game character in the game scene that is not controlled by the player, which may be the first game character mentioned above, and is also often referred to as the big monster by players) uses a second machine gun similar to the first machine gun (which may be the first attack weapon mentioned above) to attack the player character. The second machine gun and the Boss have independent health bars respectively.
[0112] The player character uses the third machine gun (which can be the third attack weapon mentioned above) to attack the second machine gun, and the health bar of the second machine gun decreases.
[0113] The player character uses the third machine gun to attack the Boss, and the Boss's health bar remains unchanged.
[0114] The second machine gun's health bar drops to the lowest value, the Boss discards the second machine gun, the Boss enters a stiff state (that is, the posture mentioned above remains unchanged), the player character picks up the second machine gun, the player character uses the picked up second machine gun to attack the Boss, the Boss is attacked by the player character, and the Boss's health bar begins to drop.
[0115] After the Boss enters a state of stiffness for 60 seconds, it will be released and attack the player character.
[0116] When the player character's health value is reduced to 0 after being attacked, the game ends and the player fails to pass the level. If the player character's health value is greater than 0, the game continues.
[0117] When the player character hits the Boss, the Boss's health value decreases. When the decrease in the Boss's health value meets the first preset requirement (for example, the health value decreases by 30%), the second stage is entered.
[0118] In the second stage, the Boss flashes to a distant platform (the first preset position mentioned above) and uses a sniper rifle (the second attack weapon mentioned above) to attack the player character. At this time, the Boss's health bar is locked again, and the player character cannot attack the Boss. Even if the Boss is attacked, the Boss's health bar will not drop first.
[0119] A first number of nests are set in the game scene (that is, the game character refresh controls mentioned above). Barriers are set on the nests, which correspond to the barriers in the game preparation stage. The barriers are used to prompt the nests as the key points for the nests to be shattered. The nests will output monsters (that is, the third game character mentioned above) at a fixed frequency. When the monsters hit the player character, the health of the player character will be reduced.
[0120] When the player character uses the second machine gun to attack the monster, the monster's health value will decrease, and when the monster's health value decreases to 0, the monster disappears from the game scene.
[0121] The player character can also lure the monsters to hit the vicinity of the oil barrel. The player character ignites the oil barrel, and the oil barrel explodes and hits the monsters near the oil barrel, making the monsters disappear in the game scene.
[0122] The player character can use the second machine gun to destroy all the nests in the game scene, or when the time enters the second stage reaches 60 seconds, the Boss will flash from the platform to the player character and use a rocket launcher (the fourth attack weapon mentioned above) to attack the player character. The player character can use the nests remaining in the scene to resist the attack of the rocket launcher.
[0123] After the Boss uses the Rocket Head once, it enters the first stage again. When the Boss's health bar drops to a preset level (for example, only 20% left), it enters the third stage.
[0124] In the third stage, the Boss flashes to a distant platform and switches to a sniper rifle to attack the player character. At this time, the Boss's health bar is locked again, and the player character cannot attack the Boss. Even if the Boss is attacked, the Boss's health bar will not drop first.
[0125] A second number of nests is set in the game scene (the second number is greater than the first number). Barriers are set on the nests, which correspond to the barriers in the game preparation stage. The barriers are used to indicate that the barriers of the nests are the key points for the nests to be shattered. The nests will output monsters at a fixed frequency. When the monsters hit the player character, the health of the player character will be reduced.
[0126] When the player character uses the second machine gun to attack the monster, the monster's health value will decrease, and when the monster's health value decreases to 0, the monster disappears from the game scene.
[0127] The player character can also lure the monsters to hit the vicinity of the oil barrel. The player character ignites the oil barrel, and the oil barrel explodes and hits the monsters near the oil barrel, making the monsters disappear in the game scene.
[0128] The player character can use the second machine gun to destroy all the nests in the game scene, or when the time to enter the second stage reaches 60 seconds, the Boss will flash from the platform to the player character and use a rocket launcher to attack the player character. The player character can use the nests remaining in the scene to resist the rocket launcher attack and unlock the Boss's health bar.
[0129] The boss alternates between using a bazooka and a new second machine gun to attack the player character, and the player character uses the second machine gun that was picked up previously to attack the boss.
[0130] If the Boss's health bar is greater than 0 and the player's health bar is equal to 0, the Boss wins and the game ends.
[0131] If the Boss's health bar is equal to 0 and the player's health bar is greater than 0, the player wins and the game ends.
[0132] In view of the above-mentioned method for processing information in a game, the present application also provides a device for processing information in a game, such as Figure 5 As shown, the game includes a first game character and a second game character, the first game character is set with a preset life value, and the device includes:
[0133] A first attack module 501, used to control the first game character to attack the second game character using a first attack weapon;
[0134] The first switching module 502 is used for controlling the first attack weapon to drop in response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, and switching the game mode from a first mode in which the health value of the first game character does not decrease when attacked by the second game character to a second mode in which the health value of the first game character decreases when attacked by the second game character;
[0135] A second attack module 503, configured to control the health value of the first game character to decrease in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode;
[0136] The second switching module 504 is used to control the first game character to switch to a second attack weapon when the health value of the first game character decreases to a level that satisfies a first preset condition;
[0137] The third attack module 505 is used to control the first game character to attack the second game character using the second attack weapon.
[0138] Optionally, the first switching module includes:
[0139] A first attack unit, configured to reduce an attribute value of the first attack weapon in response to the second game character hitting the first attack weapon held by the first game character;
[0140] The first shooting down unit is used to control the first attack weapon to be shot down by the second game character in response to the attribute value of the first attack weapon decreasing to meet the second preset condition.
[0141] Optionally, the first switching module includes:
[0142] A second attack unit, configured to reduce an attribute value of the first attack weapon in response to the first game character using the first attack weapon to attack the second game character;
[0143] The second shooting down unit is used for controlling the first attack weapon to be shot down by the second game character in response to the attribute value of the first attack weapon decreasing to meet a second preset condition.
[0144] Optionally, the device further comprises:
[0145] The first prompt module is used to generate first prompt information of the shot down first attack weapon in response to the first attack weapon being shot down by the second game character; the first prompt information is used to indicate the location of the shot down first attack weapon.
[0146] Optional, second attack module, including:
[0147] a third attack unit, configured to control the health value of the first game character to decrease according to a first amplitude in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode;
[0148] The device also includes:
[0149] The fourth attack module is used for controlling the life value of the first game character to decrease according to a second amplitude in response to the second game character hitting the first game character in the second mode; the second amplitude is greater than the first amplitude.
[0150] Optionally, the device further comprises:
[0151] The second prompt module is used to keep the posture unchanged within a preset time after the first game character enters the second mode, and generate a second prompt information of the remaining time of the preset time.
[0152] Optionally, the second switching module includes:
[0153] The first switching unit is used to switch the game mode from the second mode to the first mode when the life value reduction degree of the first game character meets the first preset condition, and control the first game character to switch to a second attack weapon.
[0154] Optionally, the second switching module includes:
[0155] A second switching unit is used to control the second game character to be transferred to a first preset position and control the first game character to switch to a second attack weapon when the life value reduction degree of the first game character meets a first preset condition; the distance between the first preset position and the second game character is greater than a preset distance, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance;
[0156] The third attack module includes:
[0157] The fourth attack unit is used to control the first game character to attack the second game character at a first preset position using the second attack weapon.
[0158] Optionally, the device further comprises:
[0159] A refresh module is used to set at least one game character refresh control at a second preset position in the game scene when the degree of reduction in the health value of the first game character meets a first preset condition, and control the at least one game character refresh control to refresh a third game character for attacking the second game character in its vicinity; the number of the game character refresh controls is negatively correlated with the health value of the first game character.
[0160] Optionally, the device further comprises:
[0161] a fifth attack module, configured to respond to the second game character's attack on the at least one game character refresh control, and control the life value of the at least one game character refresh control to decrease;
[0162] The third switching module is used to control the first game character to switch to a fourth attack weapon in response to the life value of the at least one game character refresh control satisfying a third preset condition, or the time when the first game character uses the second attack weapon reaches a second preset time, and control the first game character to use the fourth attack weapon to attack the second game character.
[0163] Optionally, the device further comprises:
[0164] The sixth attack module is used to respond to the first game character using the fourth attack weapon to attack a predetermined number of times. If the life value of the first game character does not meet the fourth preset condition, re-execute the step of controlling the first game character to use the first attack weapon to attack the second game character; and when the life value of the first game character does not meet the fourth preset condition, control the first game character to alternately use the first attack weapon and the fourth attack weapon to attack the second game character.
[0165] Corresponds to Figure 1 The method for processing information in a game, the embodiment of the present application also provides a computer device 400, such as Figure 4 As shown, the device includes a memory 401, a processor 402, and a computer program stored in the memory 401 and executable on the processor 402, wherein the processor 402 implements the method for information processing in the game when executing the computer program, and the method includes:
[0166] Controlling the first game character to attack the second game character using a first attack weapon;
[0167] In response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, controlling the first attack weapon to drop, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character;
[0168] In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease;
[0169] When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon;
[0170] Control the first game character to use the second attack weapon to attack the second game character.
[0171] Optionally, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon of the first game character includes:
[0172] In response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon;
[0173] In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
[0174] Optionally, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon of the first game character includes:
[0175] In response to the first game character using a first attack weapon to attack the second game character, reducing the attribute value of the first attack weapon;
[0176] In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
[0177] Optionally, the method further includes:
[0178] In response to the first attack weapon being shot down by the second game character, first prompt information of the shot down first attack weapon is generated; the first prompt information is used to indicate the location of the shot down first attack weapon.
[0179] Optionally, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease includes:
[0180] In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease according to a first amplitude;
[0181] The method further comprises:
[0182] In response to the second game character hitting the first game character in the second mode, the life value of the first game character is controlled to decrease according to a second amplitude; the second amplitude is greater than the first amplitude.
[0183] Optionally, the method further includes:
[0184] The first game character maintains a constant posture within a preset time after entering the second mode, and generates a second prompt message of the remaining duration of the preset time.
[0185] Optionally, when the reduction degree of the health value of the first game character meets a first preset condition, controlling the first game character to switch to a second attack weapon includes:
[0186] When the life value reduction degree of the first game character meets the first preset condition, the game mode is switched from the second mode to the first mode, and the first game character is controlled to switch to a second attack weapon.
[0187] Optionally, when the health value reduction degree of the first game character meets a first preset condition, controlling the first game character to switch to a second attack weapon includes:
[0188] When the health value of the first game character decreases to a level that satisfies a first preset condition, the second game character is controlled to be transferred to a first preset position, and the first game character is controlled to switch to a second attack weapon; the distance between the first preset position and the second game character is greater than a preset distance, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance;
[0189] Controlling the first game character to use the second attack weapon to attack the second game character includes:
[0190] The first game character is controlled to attack the second game character at a first preset position using the second attack weapon.
[0191] Optionally, the method further includes:
[0192] When the degree of reduction in the health value of the first game character meets a first preset condition, at least one game character refresh control is set at a second preset position in the game scene, and the at least one game character refresh control is controlled to refresh a third game character for attacking the second game character nearby; the number of the game character refresh controls is negatively correlated with the health value of the first game character.
[0193] Optionally, the method further includes:
[0194] In response to the second game character attacking the at least one game character refresh control, controlling the life value of the at least one game character refresh control to decrease;
[0195] In response to the life value of the at least one game character refresh control satisfying a third preset condition, or the time the first game character uses the second attack weapon reaches a second preset time, the first game character is controlled to switch to a fourth attack weapon, and the first game character is controlled to use the fourth attack weapon to attack the second game character.
[0196] Optionally, the method further includes:
[0197] In response to the first game character using the fourth attack weapon to attack a predetermined number of times, if the health value of the first game character does not meet the fourth preset condition, re-execute the step of controlling the first game character to use the first attack weapon to attack the second game character, and when the health value of the first game character does not meet the fourth preset condition, control the first game character to alternately use the first attack weapon and the fourth attack weapon to attack the second game character.
[0198] Specifically, the above-mentioned memory 401 and processor 402 can be general-purpose memories and processors, which are not specifically limited here. When the processor 402 runs the computer program stored in the memory 401, it can execute the above-mentioned method of information processing in the game, thereby solving the problem in the prior art that the game server is idle due to the low playability of the game and the low player retention rate.
[0199] Corresponds to Figure 1 The method for processing information in the game, the embodiment of the present application also provides a computer-readable storage medium, the computer-readable storage medium stores a computer program, the computer program is executed by a processor to perform the steps of the method for processing information in the game, the steps comprising:
[0200] Controlling the first game character to attack the second game character using a first attack weapon;
[0201] In response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, controlling the first attack weapon to drop, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character;
[0202] In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease;
[0203] When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon;
[0204] Control the first game character to use the second attack weapon to attack the second game character.
[0205] Optionally, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon of the first game character includes:
[0206] In response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon;
[0207] In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
[0208] Optionally, in response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon of the first game character includes:
[0209] In response to the first game character using a first attack weapon to attack the second game character, reducing the attribute value of the first attack weapon;
[0210] In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
[0211] Optionally, the method further includes:
[0212] In response to the first attack weapon being shot down by the second game character, first prompt information of the shot down first attack weapon is generated; the first prompt information is used to indicate the location of the shot down first attack weapon.
[0213] Optionally, in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease includes:
[0214] In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease according to a first amplitude;
[0215] The method further comprises:
[0216] In response to the second game character hitting the first game character in the second mode, the life value of the first game character is controlled to decrease according to a second amplitude; the second amplitude is greater than the first amplitude.
[0217] Optionally, the method further includes:
[0218] The first game character maintains a constant posture within a preset time after entering the second mode, and generates a second prompt message of the remaining duration of the preset time.
[0219] Optionally, when the health value reduction degree of the first game character meets a first preset condition, controlling the first game character to switch to a second attack weapon includes:
[0220] When the life value reduction degree of the first game character meets the first preset condition, the game mode is switched from the second mode to the first mode, and the first game character is controlled to switch to a second attack weapon.
[0221] Optionally, when the health value reduction degree of the first game character meets a first preset condition, controlling the first game character to switch to a second attack weapon includes:
[0222] When the health value of the first game character decreases to a level that satisfies a first preset condition, the second game character is controlled to be transferred to a first preset position, and the first game character is controlled to switch to a second attack weapon; the distance between the first preset position and the second game character is greater than a preset distance, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance;
[0223] Controlling the first game character to use the second attack weapon to attack the second game character includes:
[0224] The first game character is controlled to attack the second game character at a first preset position using the second attack weapon.
[0225] Optionally, the method further includes:
[0226] When the degree of reduction in the health value of the first game character meets a first preset condition, at least one game character refresh control is set at a second preset position in the game scene, and the at least one game character refresh control is controlled to refresh a third game character for attacking the second game character nearby; the number of the game character refresh controls is negatively correlated with the health value of the first game character.
[0227] Optionally, the method further includes:
[0228] In response to the second game character attacking the at least one game character refresh control, controlling the life value of the at least one game character refresh control to decrease;
[0229] In response to the life value of the at least one game character refresh control satisfying a third preset condition, or the time the first game character uses the second attack weapon reaches a second preset time, the first game character is controlled to switch to a fourth attack weapon, and the first game character is controlled to use the fourth attack weapon to attack the second game character.
[0230] Optionally, the method further includes:
[0231] In response to the first game character using the fourth attack weapon to attack a predetermined number of times, if the health value of the first game character does not meet the fourth preset condition, re-execute the step of controlling the first game character to use the first attack weapon to attack the second game character, and when the health value of the first game character does not meet the fourth preset condition, control the first game character to alternately use the first attack weapon and the fourth attack weapon to attack the second game character.
[0232] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, the above-mentioned method of information processing in the game can be executed, which solves the problem of game server waste due to low game playability and low player retention rate in the prior art. When the attribute value of the first attack weapon used by the first game character is reduced to a second preset condition, the first attack weapon will be shot down, and the second game character hit by the first attack weapon will pick up the first attack weapon, and the second game character will also use the first attack weapon to attack the first game character, thereby increasing the channel for the second game character to obtain attack props in the game. When the health value of the first game character drops the first attack weapon and decreases to the first preset condition, the first game character will switch to the second attack weapon so that the first game character can use the second attack weapon to attack the second game character to resist the attack of the second game character on the first game character, and further enriches the attack method of the first game character in the game, improves the richness of the gameplay, reduces player loss, and prevents the waste of game server resources.
[0233] In the embodiments provided in the present application, it should be understood that the disclosed methods and devices can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0234] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0235] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0236] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several 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 methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0237] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0238] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. A method for information processing in a game, characterized in that: The game includes a first game character and a second game character, the first game character is set with a preset life value, and the method includes: Controlling the first game character to attack the second game character using a first attack weapon; In response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, controlling the first attack weapon to drop, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character; In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease; When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon; Control the first game character to use the second attack weapon to attack the second game character.
2. The method according to claim 1, characterized in that In response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, controlling the first attack weapon to drop includes: In response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon; In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
3. The method according to claim 2, characterized in that In response to the second game character hitting the first attack weapon held by the first game character, reducing the attribute value of the first attack weapon includes: In response to the first game character using a first attack weapon to attack the second game character, reducing the attribute value of the first attack weapon; In response to the attribute value of the first attack weapon decreasing to satisfy a second preset condition, the first attack weapon is controlled to be shot down by the second game character.
4. The method according to claim 1, characterized in that: The method further comprises: In response to the first attack weapon being shot down by the second game character, first prompt information of the shot down first attack weapon is generated; the first prompt information is used to indicate the location of the shot down first attack weapon.
5. The method according to claim 1, characterized in that In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the life value of the first game character to decrease, comprising: In response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode, controlling the health value of the first game character to decrease according to a first amplitude; The method further comprises: In response to the second game character hitting the first game character in the second mode, the life value of the first game character is controlled to decrease according to a second amplitude; the second amplitude is greater than the first amplitude.
6. The method according to claim 1, characterized in that The method further comprises: The first game character maintains a constant posture within a preset time after entering the second mode, and generates a second prompt message of the remaining duration of the preset time.
7. The method according to claim 1, characterized in that When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon comprises: When the life value reduction degree of the first game character meets the first preset condition, the game mode is switched from the second mode to the first mode, and the first game character is controlled to switch to a second attack weapon.
8. The method according to claim 1, characterized in that When the health value of the first game character decreases to a degree that satisfies a first preset condition, controlling the first game character to switch to a second attack weapon comprises: When the health value of the first game character decreases to a level that satisfies a first preset condition, the second game character is controlled to be transferred to a first preset position, and the first game character is controlled to switch to a second attack weapon; the distance between the first preset position and the second game character is greater than a preset distance, the attack range of the second attack weapon is greater than the preset distance, and the attack range of the first attack weapon is less than the preset distance; Controlling the first game character to use the second attack weapon to attack the second game character includes: The first game character is controlled to attack the second game character at a first preset position using the second attack weapon.
9. The method according to claim 1, characterized in that: The method further comprises: When the degree of reduction in the health value of the first game character meets a first preset condition, at least one game character refresh control is set at a second preset position in the game scene, and the at least one game character refresh control is controlled to refresh a third game character for attacking the second game character nearby; the number of the game character refresh controls is negatively correlated with the health value of the first game character.
10. The method according to claim 9, characterized in that The method further comprises: In response to the second game character attacking the at least one game character refresh control, controlling the life value of the at least one game character refresh control to decrease; In response to the life value of the at least one game character refresh control satisfying a third preset condition, or the time the first game character uses the second attack weapon reaches a second preset time, the first game character is controlled to switch to a fourth attack weapon, and the first game character is controlled to use the fourth attack weapon to attack the second game character.
11. The method according to claim 10, characterized in that The method further comprises: In response to the first game character using the fourth attack weapon to attack a predetermined number of times, if the health value of the first game character does not meet the fourth preset condition, re-execute the step of controlling the first game character to use the first attack weapon to attack the second game character, and when the health value of the first game character does not meet the fourth preset condition, control the first game character to alternately use the first attack weapon and the fourth attack weapon to attack the second game character.
12. A device for information processing in a game, characterized in that: The game includes a first game character and a second game character, the first game character is set with a preset life value, and the device includes: A first attack module, used to control the first game character to attack the second game character using a first attack weapon; A first switching module is used for controlling the first attack weapon to drop in response to the attribute value of the first attack weapon used by the first game character decreasing to meet a second preset condition, and switching the game mode from a first mode in which the first game character does not lose health value when attacked by the second game character to a second mode in which the first game character loses health value when attacked by the second game character; A second attack module, configured to control the health value of the first game character to decrease in response to the second game character picking up and using the first attack weapon to attack the first game character in the second mode; A second switching module, configured to control the first game character to switch to a second attack weapon when the health value of the first game character decreases to a level that satisfies a first preset condition; The third attack module is used to control the first game character to attack the second game character using the second attack weapon.
13. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 11 are implemented.
14. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 11 are executed.
Citation Information
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