Information processing method and device in game, electronic equipment and storage medium
By setting up a recovery control window in the game's interactive interface, recovery items are automatically recommended based on the player's attribute values. This solves the problem of operational difficulty caused by the large variety of recovery items, and improves the game experience and player engagement.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-11
- Publication Date
- 2026-03-17
AI Technical Summary
The game features a wide variety of recovery items, which forces players to think carefully about which item to use, increasing the difficulty of gameplay and reducing the game's addictiveness.
Set up a recovery control window in the game interface. Based on the player character's attribute values in multiple attribute dimensions, automatically recommend recovery items to be used first, and display the corresponding function buttons in the recovery control window to reduce the types of recovery items displayed.
The game controls were made easier, improving the player experience, reducing the time spent choosing recovery items during intense battles, and increasing player engagement.
Smart Images

Figure CN116099189B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of Internet technology, and in particular to an information processing method and apparatus, electronic device, and storage medium for games. Background Technology
[0002] Props generally refer to any movable objects used for decoration or arrangement in a scene. Games also have props, which are items that provide convenience to players. Game props are usually obtained by players through completing tasks or by purchasing them.
[0003] Recovery items are items that restore health, defense, or equipment durability, such as health recovery items, armor recovery items, and items that repair equipment durability. Summary of the Invention
[0004] The applicant found in his long-term research that these kinds of items are generally placed in the lower middle part of the screen, making them inconvenient to operate with fingers. In addition, there are many kinds of recovery items, and players need to think about which recovery item to use during the game, which increases the difficulty of operation and reduces the stickiness of players to the game application.
[0005] This application provides information processing methods and devices, electronic devices, and storage media in games to reduce the difficulty of game operation and increase player participation.
[0006] In a first aspect, this application provides an information processing method for a game, wherein the game's interactive interface includes a first attack control window and a recovery control window, and the method includes:
[0007] Display the first attack control in the first attack control window;
[0008] In response to a first trigger command targeting the first attack control, the player character in the game is controlled to perform a first attack action;
[0009] Obtain the attribute values of the player character across multiple attribute dimensions;
[0010] Based on the recovery items corresponding to each attribute dimension, and the attribute values of the player character in each attribute dimension, select the first recovery item from a variety of recovery items;
[0011] The function button corresponding to the first recovery item is displayed in the recovery control window of the game interaction interface;
[0012] In response to a second trigger command for the first recovery item, the player character is controlled to restore the attribute value corresponding to the first recovery item.
[0013] In one embodiment, the multiple attribute dimensions include several of the following: vitality attribute dimension, defense attribute dimension, mental strength attribute dimension, and equipment durability attribute dimension;
[0014] The Vitality attribute corresponds to items that restore Vitality; the Defense attribute corresponds to items that restore Defense; the Spirit attribute corresponds to items that restore Spirit; and the Equipment Durability corresponds to items that restore Equipment Durability.
[0015] In one embodiment, in response to a third trigger command for the recovery control window, the type of recovery item displayed in the recovery control window is changed.
[0016] In one embodiment, the recovery control window includes an item switching button, and the step of responding to a third trigger command for the recovery control window to change the type of recovery item displayed in the recovery control window includes:
[0017] In response to a third trigger command for the item switching button, the function button for displaying one type of recovery item is switched to displaying another type of recovery item according to a pre-set item switching order.
[0018] In one embodiment, selecting a first recovery item from a variety of recovery items based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension includes:
[0019] Based on the recovery items corresponding to each attribute dimension and the attribute values of the player character in each attribute dimension, the first recovery item is selected from a variety of recovery items according to the pre-set item priority rules.
[0020] In one embodiment, selecting a first recovery item from a variety of recovery items based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension includes:
[0021] Based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension, the recovery item corresponding to the attribute dimension with the lowest attribute value is selected as the first recovery item.
[0022] In one embodiment, after responding to a second trigger command for the first recovery item and controlling the player character to restore the attribute value corresponding to the first recovery item, the method further includes:
[0023] Based on the recovery items corresponding to each attribute dimension, and the attribute value of the player character in each attribute dimension, select a second recovery item from a variety of recovery items;
[0024] The function button corresponding to the second recovery item is displayed in the recovery control window of the game interaction interface.
[0025] Secondly, this application provides an information processing device for a game, wherein the game's interactive interface includes a first attack control window and a recovery control window, and the device includes:
[0026] An attack control display module is used to display a first attack control in the first attack control window.
[0027] An attack action control module is used to respond to a first trigger command for the first attack control and control the player character in the game to perform a first attack action;
[0028] The attribute value acquisition module is used to acquire the attribute values of the player character in multiple attribute dimensions;
[0029] The item selection module is used to select a first recovery item from a variety of recovery items based on the recovery items corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension.
[0030] A button display module is used to display the function button corresponding to the first recovery item in the recovery control window position of the game interaction interface;
[0031] The attribute restoration module is used to respond to a second trigger command for the first restoration item and control the player character to restore the attribute value corresponding to the first restoration item.
[0032] Thirdly, this application provides an electronic device, including: a processor; and a memory for storing processor-executable instructions; wherein the processor is configured to execute the information processing method in a game as described in the first aspect of this application.
[0033] Fourthly, this application provides a computer-readable storage medium storing a computer program that can be executed by a processor to perform the information processing method in the game described in the first aspect of this application.
[0034] The information processing method, device, electronic equipment, and storage medium provided in this application can be applied to game clients. In the recovery control window, the system recommends recovery items that players can prioritize, thus eliminating the need to display all recovery items one by one. This reduces the types of items displayed on the game interface, allowing players to spend less time thinking about and choosing the type of recovery item during gameplay, especially during intense battles. This greatly reduces the difficulty of game operation and enhances the player's gaming experience. Attached Figure Description
[0035] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments of this application will be briefly described below.
[0036] Figure 1 This is a schematic diagram illustrating an application scenario of the information processing method in a game provided in an embodiment of this application;
[0037] Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application;
[0038] Figure 3 A flowchart illustrating the information processing method in a game provided in this application embodiment;
[0039] Figure 4 A schematic diagram of the interface effect of the information processing method in the game provided in the embodiments of this application;
[0040] Figure 5 for Figure 3 A flowchart illustrating an information processing method in a game provided in another embodiment of this application, based on the corresponding embodiment;
[0041] Figure 6 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiment of this application. Detailed Implementation
[0042] The technical solutions in the embodiments of this application will now be described with reference to the accompanying drawings.
[0043] Similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. Furthermore, in the description of this application, terms such as "first," "second," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0044] Figure 1 This is a schematic diagram illustrating an application scenario of the information processing method in a game provided in an embodiment of this application. For example... Figure 1 As shown, this application scenario includes a client 101 and a server 102, which communicate via a wireless network. For example, the client 101 can be a massively multiplayer online role-playing game (MMORPG) application, and the server 102 can be a backend server or server cluster for the MMORPG application. In one embodiment, the client 101 can execute the information processing method provided in this application embodiment to prompt the player to prioritize the type of recovery item, reducing the number of recovery controls on the game interface and lowering the player's operational difficulty.
[0045] In another embodiment, the server 102 can obtain the attribute values of the player character across multiple attribute dimensions; based on the recovery items corresponding to each attribute dimension and the player character's attribute values in each attribute dimension, it can select a preferred recovery item from among multiple recovery items. Then, the client 101 displays the function button corresponding to the first recovery item in the item bar of the game interface. This can prompt the player to prioritize the type of recovery item, reduce the data processing load of the client 101, improve the operating efficiency of the client 101, and avoid lag.
[0046] Figure 2 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 200 can be used to execute the information processing method in a game provided in an embodiment of this application. Figure 2 As shown, the electronic device 200 includes: one or more processors 202 and one or more memories 204 storing processor-executable instructions. The processors 202 are configured to execute the information processing method in a game provided in the following embodiments of this application.
[0047] The processor 202 may be a device that includes a central processing unit (CPU), a graphics processing unit (GPU), or other forms of processing units with data processing capabilities and / or instruction execution capabilities. It can process data from other components in the electronic device 200 and control other components in the electronic device 200 to perform desired functions.
[0048] The memory 204 may include one or more computer program products, which may include various forms of computer-readable storage media, such as volatile memory and / or non-volatile memory. The volatile memory may include, for example, random access memory (RAM) and / or cache memory. The non-volatile memory may include, for example, read-only memory (ROM), hard disk, flash memory, etc. One or more computer program instructions may be stored on the computer-readable storage medium, and the processor 202 may execute the program instructions to implement the information processing method in the game described below. Various applications and various data may also be stored in the computer-readable storage medium, such as various data used and / or generated by the applications.
[0049] In one embodiment, Figure 2 The illustrated electronic device 200 may also include an input device 206, an output device 208, and a data acquisition device 210, these components being interconnected via a bus system 212 and / or other forms of connection mechanisms (not shown). It should be noted that... Figure 2The components and structure of the electronic device 200 shown are merely exemplary and not limiting; the electronic device 200 may also have other components and structures as needed.
[0050] The input device 206 may be a device used by a user to input commands, and may include one or more of a keyboard, mouse, microphone, and touchscreen. The output device 208 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, speaker, etc. The data acquisition device 210 may acquire images of objects and store the acquired images in the memory 204 for use by other components. For example, the data acquisition device 210 may be a camera.
[0051] In one embodiment, the components in the example electronic device 100 used to implement the information processing method in the game according to the embodiments of this application can be integrated or distributed. For example, the processor 202, memory 204, input device 206 and output device 208 can be integrated into one unit, while the data acquisition device 210 can be separated.
[0052] In one embodiment, the example electronic device 200 for implementing the information processing method in the game according to the embodiments of this application can be implemented as a smart device such as a computer, laptop, desktop computer, or smartphone.
[0053] Please refer to Figure 3 This is a flowchart illustrating an information processing method in a game according to an embodiment of this application. The game's interactive interface includes a first attack control window and a recovery control window. This method can be... Figure 1 The illustrated electronic device 100 performs the method, which includes steps S310-S360:
[0054] Step S310: Display the first attack control in the first attack control window.
[0055] The first attack control window refers to the area where the first attack control is displayed. The game interface can have multiple attack control windows, each used to display different attack controls. The first attack control and the first attack control window refer to any one of the attack controls and the area where that attack control is displayed. For example, the first attack control could be a shooting control.
[0056] Step S320: In response to the first trigger command for the first attack control, control the player character in the game to perform the first attack action.
[0057] Players can click the first attack control, and the player's client will receive the first trigger command for the first attack control, which can control the player character to perform the first attack action corresponding to the first attack control, such as controlling the player character to shoot.
[0058] Step S330: Obtain the attribute values of the player character in multiple attribute dimensions.
[0059] In games, attributes include character attributes, such as attack, speed, strength, and health; and item attributes, which are typically used to enhance character attributes, such as increasing attack power, defense, and acceleration. These virtual attributes are usually represented by numerical values (attribute values), and generally, the higher the value, the better the attribute.
[0060] In one embodiment, the multiple attribute dimensions include several of the following: vitality attribute dimension (e.g., health points), defense attribute dimension (e.g., armor value), spirit attribute dimension (mana), and equipment durability attribute dimension; the vitality attribute dimension corresponds to items that restore vitality, the defense attribute dimension corresponds to items that restore defense, the spirit attribute dimension corresponds to items that restore spirit, and the equipment durability attribute dimension corresponds to items that restore equipment durability.
[0061] The Vitality attribute represents a player character's remaining stamina. When the Vitality attribute value reaches 0, the player character is eliminated. The Defense attribute represents a player character's ability to resist damage; for example, if a player character is given 100 points of damage, the actual damage received is reduced to 60 points. The Spirit attribute represents a player character's ability to unleash mana through skills.
[0062] Weapons lose durability when attacked; armor (such as hats, helmets, and necklaces) lose durability when attacked. When durability reaches 0, the equipment is destroyed and disappears. Therefore, players must constantly monitor their equipment's durability and repair it before it breaks to restore its current durability.
[0063] In the game, there are items that restore a character's health, usually called healing items, such as Bloodclotting Pills and Prickly Pears; items that restore defense, usually called armor items, such as Armor Powder and Salak; and items that repair equipment durability, usually called equipment durability restore items, such as Pearls, which can be socketed into equipment to increase its durability. Equipment can include armor, weapons, and decorative accessories. Items that restore mana, usually called mana restore items, include runes and potions.
[0064] S340: Select the first recovery item from a variety of recovery items based on the recovery items corresponding to each attribute dimension and the player character's attribute value in each attribute dimension.
[0065] The first recovery item refers to the recovery item that is displayed first based on the current status of the player's various attribute values, and corresponds to the attribute value that the player most needs to recover.
[0066] During gameplay, various attribute values will decrease to some extent. Players can use recovery items to restore these attribute values. For example, when a player's health, defense, or equipment durability decreases, the game uses a specific algorithm to recommend a priority recovery item, referred to as the first recovery item. This first recovery item can be any of the following: a health restore item, an armor restore item, or an equipment durability restore item.
[0067] In one embodiment, based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension, the first recovery item can be selected from a variety of recovery items according to the preset item priority use rules.
[0068] Players can set item priority rules before the game starts based on their own situation and preferences. This can include setting the first healing item to be displayed, for example, prioritizing healing items whenever health is not at full. Item priority rules can also sort the displayed healing items; for example, healing items take precedence over armor restoration items, armor restoration items take precedence over weapon restoration items, and healing items are recommended when health, defense, and weapon durability are all damaged.
[0069] For example, the item priority rule could be set so that when health is below 50%, healing items are recommended first; when health is above 50%, armor and weapon durability are compared, and the item with the lower value is recommended. The item priority rule can be set according to specific circumstances.
[0070] In one embodiment, based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension, the recovery item corresponding to the attribute dimension with the lowest attribute value can be selected as the first recovery item.
[0071] For example, the item priority rule could be to prioritize recommending recovery items corresponding to the attribute with the lowest value to the player. The client can automatically determine the player's current lowest attribute value and prioritize displaying recovery items corresponding to that lowest attribute. For instance, if a player has 80% health, 75% defense, and 20% equipment durability remaining, then equipment durability is considered the lowest attribute value, and the first recommended recovery item would be one that restores equipment durability, such as pearls or gems.
[0072] S350: The function button corresponding to the first recovery item is displayed in the recovery control window of the game interface. Each recovery item has a corresponding function button. The icon style of the function button is different for different recovery items, making it easier for players to distinguish which recovery item is currently recommended.
[0073] The recovery control window refers to the area where recovery controls are displayed. The client can display the recommended first recovery item for the player in the recovery control window of the game interface. This first recovery item has a corresponding function button, which can be displayed as an icon of the first recovery item. The recovery control window can be located in the upper right corner of the display interface for easy player access.
[0074] It should be noted that, in this embodiment of the application, it is not necessary to display all the recovery items in the game interface for the player to choose from. Instead, it is sufficient to display the recovery items recommended for the player in the recovery control window, thereby reducing the number of controls in the game interface and lowering the difficulty of operation.
[0075] Step S360: In response to the second trigger command for the first recovery item, control the player character to restore the attribute value corresponding to the first recovery item.
[0076] Players can click on the first recovery item displayed in the recovery control window, which will trigger a second command on the player's client to restore the attribute value corresponding to the first recovery item. The player's client can control the restoration of the attribute value corresponding to the first recovery item. For example, if the first recovery item is a Blood Clotting Pill, which restores 50% of health, then clicking on the Blood Clotting Pill displayed in the recovery control window will increase the player's health by 50%.
[0077] The information processing method provided in this application recommends priority recovery items to players within the recovery control window. This reduces the time players spend choosing recovery items, especially during intense battles, significantly lowering the game's difficulty. It can be placed in the upper right corner of the display interface for easier finger tapping.
[0078] In one embodiment, the method provided in this application further includes: responding to a third triggering instruction for the recovery control window position, changing the type of recovery item displayed in the recovery control window position.
[0079] Recovery items can be categorized into various types, such as health restoration, armor restoration, and weapon durability restoration. If a player is not satisfied with the first recovery item displayed in the recovery control window (e.g., if the first item is an armor restoration item), they can click on the recovery control window to actively switch the type of recovery item displayed. For example, clicking it will switch to displaying health restoration items.
[0080] The aforementioned function of switching recovery items allows all recovery items to be integrated into the recovery control window, eliminating the need to display all recovery items in the game interface and satisfying players' personalized selection needs.
[0081] In one embodiment, the recovery control window may include an item switching button. In response to a third trigger command for the recovery control window, the type of recovery item displayed in the recovery control window may be changed. Specifically, in response to the third trigger command for the item switching button, the function button corresponding to displaying one type of recovery item may be switched to displaying another type of recovery item according to a pre-set item switching order.
[0082] The item switching button is used to switch the displayed recovery item, for example, to switch the currently displayed first recovery item.
[0083] The game will display a recommended first-use recovery item's function button on the game interface based on the player's current health, armor defense, equipment durability, and other attributes. Players can click the function button for the first recovery item or click the item switch button. The item switch button will be displayed near the function button for the first recovery item, with the specific location chosen for user convenience.
[0084] For example, if the first recovery item button displays a health recovery item, but the player currently prefers to restore armor defense, they can click the toggle button to switch from displaying health recovery items to displaying armor recovery items. If the player has already set item priority rules before the game started, specifying the next item to display after health recovery, then clicking the toggle button will switch the health recovery item to the armor recovery item. If the player has not set item priority rules, clicking the toggle button will display the recovery item corresponding to the second attribute value that the system determines needs to restore based on certain rules.
[0085] Figure 4This is a schematic diagram of a game interface for an information processing method in a game according to an embodiment of this application. The item recovery button 71 and the item switching button 72 can be located in the recovery control window in the upper right corner of the interface for quick player access. When a player needs to use items that restore armor, health, or equipment durability, they can click the item recovery button 71. The item recovery button 71 can be represented by an icon corresponding to each type of recovery item. For example, if the icon for the first recovery item is currently displayed, clicking the icon will directly apply the first recovery item. If the player wants to prioritize using other types of items, they can click the item switching button 72 to switch.
[0086] Please refer to Figure 5 This is a flowchart illustrating an information processing method in a game according to another embodiment of this application. The method can be... Figure 1 The electronic device 100 shown executes the method, which, after step S360, further includes steps S370-S380:
[0087] S370: Based on the recovery item corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension, select a second recovery item from a variety of recovery items.
[0088] The second recovery item refers to a recovery item selected after the first recovery item has been applied and restored the player's most needed attribute to a certain value. It is chosen based on the current state of the player's various attribute values. For distinction, it is called the second recovery item. In one embodiment, after the attribute dimension corresponding to the first recovery item has been restored to a preset value, such as 100%, the most prioritized recovery item can be determined based on the remaining attribute dimensions and used as the second recovery item.
[0089] If the player sets item usage rules before the game starts, the second recovery item will be displayed according to the order of the item usage rules.
[0090] For example, after a battle, a player's three attributes—health, defense, and equipment durability—will all decrease, with health being the lowest and equipment durability the next lowest. In this case, the interaction interface will first display a button for using a health-restoring item; this is the first restoration item. After the player clicks this button and applies the item, their health will increase to a certain extent, assuming it reaches full health. Afterward, the button icon will then display the icon for the second restoration item, in this example, the item that restores equipment durability.
[0091] If the player has pre-set the equipment usage rules to prioritize health regeneration items, followed by armor regeneration items and then items that restore equipment durability, then in this example, after using a health regeneration item, armor regeneration items will be displayed according to the player's settings.
[0092] S380: The function button corresponding to the second recovery item is displayed in the recovery control window of the game interaction interface.
[0093] The client displays the second recommended recovery item in the recovery control window of the game interface. At this time, the function button that originally displayed the first recovery item is now the function button that displays the second recovery item. This makes it easier to recommend the most suitable recovery item to the player after the player character has recovered the attribute value corresponding to the first recovery item, so that the player can quickly select the recovery item they need.
[0094] Please refer to Figure 6 This is a schematic diagram of the structure of an information processing device in a game according to an embodiment of this application. The game's interactive interface includes a first attack control window and a recovery control window. Figure 6 As shown, the information processing device 600 in the game may include: an attack control display module 610, an attack action control module 620, an attribute value acquisition module 630, an item selection module 640, a button display module 650, and an attribute recovery module 660.
[0095] The attack control display module 610 is used to display the first attack control in the first attack control window.
[0096] The attack action control module 620 is used to respond to a first trigger command for the first attack control and control the player character in the game to perform a first attack action;
[0097] The attribute value acquisition module 630 is used to acquire the attribute values of the player character in multiple attribute dimensions;
[0098] The item selection module 640 is used to select a first recovery item from a variety of recovery items based on the recovery items corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension.
[0099] The button display module 650 is used to display the function button corresponding to the first recovery item in the recovery control window position of the game interaction interface;
[0100] The attribute recovery module 660 is used to respond to a second trigger command for the first recovery item and control the player character to restore the attribute value corresponding to the first recovery item.
[0101] The specific implementation process of the functions and roles of each module in the above-mentioned device can be found in the implementation process of the corresponding steps in the information processing method of the above-mentioned game, and will not be repeated here.
[0102] One embodiment of this application also provides a storage medium, including: a program, which, when run by an electronic device 100, enables the electronic device 100 to execute all or part of the processes of the methods described in the above embodiments. The storage medium may be a disk, optical disk, read-only memory (ROM), random access memory (RAM), flash memory 102, hard disk drive (HDD), or solid-state drive (SSD), etc. The storage medium may also include combinations of the above-mentioned types of memory 102.
[0103] If a function is implemented as a software module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0104] The apparatuses and methods disclosed in the several embodiments provided in this application can also be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatuses, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0105] In addition, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0106] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. An information processing method in a game, characterized by, The game interaction interface of the game comprises a first attack control window position and a recovery control window position, and the method comprises the following steps: displaying a first attack control in the first attack control window position; in response to a first trigger instruction for the first attack control, controlling a player character in the game to perform a first attack action; obtaining attribute values of the player character in multiple attribute dimensions; the multiple attribute dimensions comprise several of life attribute dimension, defense attribute dimension, spirit attribute dimension and equipment durability attribute dimension; the life attribute dimension corresponds to a life recovery prop; the defense attribute dimension corresponds to a defense recovery prop; the spirit attribute dimension corresponds to a spirit recovery prop; and the equipment durability corresponds to an equipment durability recovery prop; selecting a first recovery prop from multiple recovery props according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension; wherein the first recovery prop refers to a recovery prop corresponding to an attribute value that the player currently primarily needs to recover, which is displayed according to the current status of each attribute value of the player; displaying a function button corresponding to the first recovery prop in the recovery control window position of the game interaction interface; in response to a second trigger instruction for the first recovery prop, controlling the player character to recover the attribute value corresponding to the first recovery prop.
2. The method of claim 1, wherein, The method further comprises the following steps: in response to a third trigger instruction for the recovery control window position, changing the category of the recovery prop displayed in the recovery control window position.
3. The method of claim 2, wherein, The recovery control window position comprises a prop switching button, and the step of changing the category of the recovery prop displayed in the recovery control window position in response to the third trigger instruction for the recovery control window position comprises the following steps: in response to a third trigger instruction for the prop switching button, switching from displaying a function button corresponding to one recovery prop to displaying a function button corresponding to another recovery prop according to a pre-set prop switching sequence.
4. The method of claim 1, wherein, The step of selecting a first recovery prop from multiple recovery props according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension comprises the following steps: selecting a first recovery prop that is preferentially recommended from multiple recovery props according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension according to a pre-set prop priority use rule.
5. The method of claim 1, wherein, The step of selecting a first recovery prop from multiple recovery props according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension comprises the following steps: selecting, as the first recovery prop, a recovery prop corresponding to an attribute dimension with the lowest attribute value according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension.
6. The method of claim 1, wherein, After the step of controlling the player character to recover the attribute value corresponding to the first recovery prop in response to the second trigger instruction for the first recovery prop, the method further comprises the following steps: selecting a second recovery prop from multiple recovery props according to the recovery prop corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension; The function button corresponding to the second recovery prop is displayed in the recovery control window position of the game interaction interface.
7. An information processing apparatus in a game, characterized by comprising: The game interaction interface of the game includes a first attack control window position and a recovery control window position, and the device includes: An attack control display module is configured to display a first attack control in the first attack control window position. An attack action control module is configured to control a player character in the game to perform a first attack action in response to a first trigger instruction for the first attack control. An attribute value acquisition module is configured to acquire attribute values of the player character in multiple attribute dimensions, including several of life force attribute dimension, defense force attribute dimension, spiritual force attribute dimension, and equipment durability attribute dimension. A prop selection module is configured to select a first recovery prop from multiple recovery props according to the attribute values of the player character in each attribute dimension and the recovery prop corresponding to each attribute dimension. A button display module is configured to display a function button corresponding to the first recovery prop in the recovery control window position of the game interaction interface. An attribute recovery module is configured to control the player character to recover the attribute value corresponding to the first recovery prop in response to a second trigger instruction for the first recovery prop.
8. An electronic device, comprising: The electronic device includes: a processor; a memory for storing processor-executable instructions; wherein the processor is configured to execute the information processing method in the game of any one of claims 1-6.
9. A computer-readable storage medium, characterized in that, The storage medium stores a computer program executable by the processor to complete the information processing method in the game of any one of claims 1-6. The storage medium stores a computer program executable by the processor to complete the information processing method in the game of any one of claims 1-6.
Citation Information
Patent Citations
Method and device for controlling virtual object to recover attribute value, terminal and storage medium
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