Round game settlement method, device and electronic equipment
Patent Information
- Application Number
- CN202310770068.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-27
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2043-06-27
AI Technical Summary
相关技术中,玩家背包中通常有多个备选的我方角色,但通常仅能使一个我方角色进入游戏场景中参与游戏对局,我方角色的使用灵活性较差,并且我方角色对玩家的对局成绩影响有限,导致玩家对我方角色的使用缺少兴趣,我方角色的资源利用率较低,造成过长的游戏对局时间,增加了终端设备的电量消耗,提高了服务端的性能开销
[0009]上述回合制游戏的结算方法、装置和电子设备,通过终端设备提供一图形用户界面;图形用户界面中显示目标游戏对局的游戏场景;显示当前回合对应的角色控制参数;其中,角色控制参数用于控制当前回合可参战的我方角色;响应于角色获取操作,获取第一角色,基于第一角色的角色单位参数更新角色控制参数;其中,如果更新后的角色控制参数没有超出预设参数阈值,将第一角色增加为我方角色;如果更新后的角色控制参数超出预设参数阈值,我方角色不增加;获取我方战斗指令;其中,我方战斗指令用于:在结算时,控制游戏场景中的我方角色执行战斗操作;基于我方战斗指令以及目标游戏对局中敌方角色对应的敌方战斗指令,对当前回合进行结算,得到回合结算结果。
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Figure CN117018615B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a settlement method, apparatus, and electronic device for turn-based games. Background Technology
[0002] In turn-based games, after the game begins, players control their own characters to enter the game scene and fight against enemy characters. Taking the player's own characters as an example, in addition to the main character, the game system also provides other characters to assist the main character in the game, such as summoned spirits and pets. In related technologies, players usually have multiple candidate characters in their inventory, but typically only one character can enter the game scene to participate in the game. The flexibility of using characters is poor, and the impact of characters on the player's performance is limited, resulting in a lack of interest in using characters. This leads to low resource utilization of characters, excessively long game times, increased power consumption of terminal devices, and increased performance overhead on the server side. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a settlement method, device, and electronic device for turn-based games, so as to improve the resource utilization rate of characters in the game, enhance the player's gaming experience, reduce the power consumption of terminal devices, and reduce the performance overhead of the server.
[0004] In a first aspect, embodiments of the present invention provide a settlement method for a turn-based game, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene of the target game match; the method includes: displaying character control parameters corresponding to the current turn; wherein, the character control parameters are used to control the friendly characters that can participate in the battle in the current turn; in response to a character acquisition operation, acquiring a first character, and updating the character control parameters based on the character unit parameters of the first character; wherein, if the updated character control parameters do not exceed a preset parameter threshold, the first character is added as a friendly character; if the updated character control parameters exceed the preset parameter threshold, the friendly character is not added; acquiring friendly combat commands; wherein, the friendly combat commands are used to: control the friendly characters in the game scene to perform combat operations during settlement; and based on the friendly combat commands and the enemy combat commands corresponding to the enemy characters in the target game match, settle the current turn to obtain a turn settlement result.
[0005] Secondly, embodiments of the present invention provide a settlement device for turn-based games, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene of the target game match; the device includes: a first display module, used to display the character control parameters corresponding to the current round; wherein, the character control parameters are used to control the friendly characters that can participate in the current round; a first determination module, used to acquire a first character and update the character control parameters based on the character unit parameters of the first character; wherein, if the updated character control parameters do not exceed a preset parameter threshold, the first character is added as a friendly character; if the updated character control parameters exceed the preset parameter threshold, the friendly character is not added; a first acquisition module, used to acquire friendly combat commands; wherein, the friendly combat commands are used to: control the friendly characters in the game scene to perform combat operations during settlement; a first settlement module, used to settle the current round based on the friendly combat commands and the enemy combat commands corresponding to the enemy characters in the target game match, and obtain the round settlement result.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned turn-based game settlement method.
[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned turn-based game settlement method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned turn-based game settlement method, device, and electronic device provide a graphical user interface through a terminal device; the graphical user interface displays the game scene of the target game match; displays the character control parameters corresponding to the current turn; wherein, the character control parameters are used to control the friendly characters who can participate in the battle in the current turn; in response to a character acquisition operation, a first character is acquired, and the character control parameters are updated based on the character unit parameters of the first character; wherein, if the updated character control parameters do not exceed a preset parameter threshold, the first character is added as a friendly character; if the updated character control parameters exceed the preset parameter threshold, the friendly character is not added; friendly combat commands are acquired; wherein, friendly combat commands are used to: control the friendly characters in the game scene to perform combat operations during settlement; and, based on friendly combat commands and enemy combat commands corresponding to enemy characters in the target game match, settle the current turn to obtain the turn settlement result.
[0010] In this method, based on character control parameters and preset parameter thresholds, it is determined whether the character acquired in the current round is an allied character. After acquiring allied combat commands, the current round is settled based on both allied and enemy combat commands, resulting in the round settlement result. This method improves the resource utilization rate of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart illustrating a settlement method for a turn-based game, provided as an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a role control parameter provided in an embodiment of the present invention;
[0016] Figure 3 This is a schematic diagram illustrating a method for viewing character information according to an embodiment of the present invention;
[0017] Figure 4 A schematic diagram illustrating the setting of a target skill according to an embodiment of the present invention;
[0018] Figure 5 This is a schematic diagram illustrating the display of capture probability information provided in an embodiment of the present invention;
[0019] Figure 6 This is a schematic diagram of the settlement process of a turn-based game in PVE mode, provided as an embodiment of the present invention.
[0020] Figure 7 This is a schematic diagram of the settlement process of a turn-based game in PVP mode, provided as an embodiment of the present invention.
[0021] Figure 8 This is a schematic diagram illustrating the operation of a single / double turn-based game, provided as an embodiment of the present invention.
[0022] Figure 9 A schematic diagram illustrating the convenient use of a prop, provided as an embodiment of the present invention;
[0023] Figure 10 A schematic diagram of the structure of a settlement device for a turn-based game provided in an embodiment of the present invention;
[0024] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0026] In existing turn-based games, after a player's main character enters the game scene, they can acquire additional characters from their inventory to assist in combat. For example, a player can summon a spirit to serve as an ally. However, current technology typically only allows one ally to enter the game scene at a time; even if a player has multiple ally characters in their inventory, they cannot participate in combat simultaneously. Therefore, when a new ally enters the game scene, existing ally characters are replaced. If no ally is present, the new ally can directly enter the game scene. This approach results in limited flexibility in ally usage and a limited impact on player performance, leading to a lack of player interest in using ally characters, low resource utilization, excessively long match times, increased battery consumption on terminal devices, and increased server performance overhead.
[0027] Based on this, embodiments of the present invention provide a settlement method, apparatus, and electronic device for turn-based games, which can be applied to turn-based games.
[0028] In one embodiment of the present invention, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0031] In one possible implementation, this invention provides a settlement method for a turn-based game. A graphical user interface (GUI) is provided through a terminal device. This terminal device can be a local terminal device, such as a smartphone or computer with a camera, or a client device. The GUI can be displayed by triggering corresponding controls. For example, triggering a game launch control generates the GUI on the terminal device. In this embodiment, the GUI displays the game scene of the target game match. Typically, the game scene includes player characters and enemy characters. Player characters can be virtual characters, virtual animals, anime characters, etc., corresponding to the player's game account, and can be controlled through the terminal device. Enemy characters are virtual objects that fight against player characters in the game match. These enemy characters can be virtual objects corresponding to the game account, or virtual characters, virtual animals, anime characters, etc., controlled by an intelligent system. That is, the game match mode can be PVP (Player vs. Player) or PVE (Player vs. Environment).
[0032] Our characters can be divided into main characters and our characters; similarly, the enemy characters can also be divided into main characters and our characters. Taking our characters as an example, our characters are virtual objects that assist the main character in participating in the game, such as summoned spirits or pets.
[0033] To facilitate understanding of this embodiment, a detailed description of a turn-based game settlement method disclosed in this embodiment of the invention will be provided first, such as... Figure 1 As shown, a graphical user interface is provided through a first terminal device; the graphical user interface displays the game scene of the target game match; the method includes the following steps:
[0034] Step S102: Display the character control parameters corresponding to the current round; wherein, the character control parameters are used to control the friendly characters that can participate in the battle in the current round;
[0035] In turn-based games, a game match typically consists of multiple rounds. The aforementioned character control parameters are used to control the friendly characters who can participate in the current round. For example, each game round sets preset parameter thresholds for the character control parameters for each side's characters, and each friendly character also has a corresponding parameter value for the character control parameters, which is the character unit parameter.
[0036] In one approach, the sum of the unit parameters of all friendly characters is set to not exceed a preset threshold for the character control parameters. This allows for control over which friendly characters can participate in the current round. Furthermore, to allow players to experience the fun of different character combinations, the preset threshold can be changed each round; for example, the preset threshold can increase with each round.
[0037] The graphical user interface displays the character control parameters for the current turn. These parameters are related to the unit parameters of our characters in the game scene. If the current turn is the first turn of the game, the character control parameters are their initial values; if the current turn is not the first turn, the parameters are the sum of the unit parameters of all our characters or characters of a specified type in the game scene.
[0038] Step S104: In response to the role acquisition operation, acquire the first role and update the role control parameters based on the role unit parameters of the first role; wherein, if the updated role control parameters do not exceed the preset parameter threshold, add the first role as our role; if the updated role control parameters exceed the preset parameter threshold, our role is not added.
[0039] The aforementioned character acquisition operation can be an operation performed on a specified control in the graphical user interface. Touching the specified control executes the character acquisition operation. The character acquisition operation can also be a selection operation performed on the first character or the character identifier of the first character. The aforementioned first character is the character acquired from a preset character set after the character acquisition operation is performed in the current round. The preset character set can be a set of selectable characters corresponding to our characters, or it can be any specified character set. After acquiring the first character from the preset character set, the preset character set can be updated. The aforementioned character unit parameter is the parameter value corresponding to the character control parameters of our character. The size of the character unit parameter is determined based on the character's skills, damage capabilities, and other attributes. The aforementioned preset parameter threshold is a threshold value for the character control parameters preset in the current round. It may be related to the game account level participating in the game. The preset parameter threshold values corresponding to different game accounts in the current round may be the same or different.
[0040] Here, after performing the character acquisition operation, a first character can be obtained from a preset character set through a specified acquisition method. This specified acquisition method can be random or specified by the player. Each time a first character is acquired, the character control parameters need to be updated based on the character unit parameters of that first character. When the updated character control parameters do not exceed the preset parameter threshold, these first characters become our characters. When the updated character control parameters exceed the preset parameter threshold, our characters are not added. In this case, the aforementioned acquisition of the first character fails, or the first character enters the game scene but is not a our character; for example, it becomes an enemy character, or it leaves the game scene.
[0041] For example, after clicking the character acquisition control in the graphical user interface, a character acquisition operation is performed. A first character is randomly selected from the preset character set. The character unit parameters of our character are summed with the character control parameters corresponding to the current round to obtain updated character control parameters. At this time, our characters include: our characters that are still alive in the game before the current round, and the first character acquired in the current round. When the updated character control parameters do not exceed the preset parameter threshold, the first character is considered one of our characters; when the updated character control parameters exceed the preset parameter threshold, our characters are not added.
[0042] like Figure 2 In the game, after a user clicks on a character to obtain controls, the updated character control parameters are randomly displayed. Additionally, the corresponding character unit parameters can be displayed at the top of each character.
[0043] In this mode, players can compare the updated character control parameters with the preset parameter thresholds to determine their own character and participate in subsequent battles, thus adding a certain degree of strategy to the game.
[0044] Additionally, if the method for determining the first character among the selectable characters is randomized, it can increase the fun of randomness in turn-based games. When players are close to their preset parameter thresholds, they can decide whether to risk randomly obtaining another character or enter the battle phase, which adds strategy to the game and improves the gaming experience.
[0045] It should be noted that the character control parameters can be the sum of the character unit parameters of the first character acquired in the current round, excluding the character unit parameters of the first character acquired in previous rounds. In this case, the preset parameter threshold for the current round can be the same as the preset parameter threshold for previous rounds, or it can be increased.
[0046] In another approach, the character control parameters can be the sum of the character unit parameters of the first character acquired in the current round and the rounds prior to the current round. In this case, the preset parameter threshold corresponding to the current round is usually larger than the preset parameter threshold corresponding to the rounds prior to the current round, so that the player can continue to acquire the first character in the current round.
[0047] Step S106: Obtain our combat commands; wherein, our combat commands are used to: control our characters in the game scene to perform combat operations during the settlement.
[0048] The aforementioned combat commands can be generated in response to issued instructions, such as user actions on controls or triggered actions by characters in the game scene. Combat commands can include combat objectives and combat methods; combat objectives are typically one or more enemy characters, and combat methods can be normal attacks, magic attacks, item attacks, etc. When there are multiple allied characters, different combat commands can be generated for each character, or a unified combat command can be generated for multiple allied characters. The terminal device can detect any combination of one or more controls being pressed, clicked, or swiped, thereby generating combat commands. These allied combat commands are used to control allied characters to perform combat actions during settlement.
[0049] After the participating characters are determined, players can generate combat commands for each character by using touch controls. The terminal device receives the combat commands and enemy combat commands, and displays the animation of the characters and the enemy characters executing the combat in the game scene of the graphical user interface.
[0050] Step S108: Based on our own combat commands and the enemy combat commands corresponding to the enemy characters in the target game, the current round is settled to obtain the round settlement result.
[0051] The aforementioned enemy combat commands are used to control enemy characters and their allied characters to perform combat actions during the settlement process. In this step, based on the allied and enemy combat commands, the current round is settled to obtain the round settlement result. The round settlement result displays the battle outcome of this round and indicates the winner, loser, or the next game content that the allied characters will explore.
[0052] For example, when a terminal device sends the player's combat commands for the current round to the game server, the enemy player's terminal device sends the enemy's combat commands for the current round to the game server. The game server then performs a unified settlement according to certain rules and sends the results to each terminal device. After displaying the combat animation in the graphical user interface, the result of the current round is shown.
[0053] In one scenario, when the game mode is PVE, if all enemy characters are defeated, the result indicates that the player character has successfully completed the challenge; if all player characters are defeated, the result indicates that the player character has failed the challenge; if neither all enemy nor player characters are defeated, and the updated set of default characters still has selectable characters, the result indicates that the player character will proceed to the next round and can continue fighting by acquiring a new character; if neither all enemy nor player characters are defeated, and the updated set of default characters has no selectable characters, the result indicates that the player character needs to continue fighting in the current round.
[0054] In another scenario, when the game mode is PVP, if all enemy characters are defeated, the result indicates that our character wins; if all our characters are defeated, the result indicates that the enemy character wins; if neither side's characters are defeated, the result indicates that both players enter the next round, where they continue to acquire the first character from each side, update the participating characters, and then engage in battle.
[0055] This approach increases the impact of our characters on the player's game performance, improves the resource utilization of our characters, avoids excessively long game sessions, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0056] The settlement method for the aforementioned turn-based game displays the character control parameters corresponding to the current turn. These parameters control the available allied characters for the current turn. In response to a character acquisition operation, a first character is acquired, and the character control parameters are updated based on the first character's unit parameters. If the updated character control parameters do not exceed a preset threshold, the first character is added to the allied character set; otherwise, the allied character set is not added. The game then acquires the allied combat commands, which are used to control allied characters in the game scene to perform combat actions during settlement. Based on the allied combat commands and the enemy combat commands corresponding to enemy characters in the target game match, the current turn is settled to obtain the round settlement result. This method determines whether the acquired character for the current turn is an allied character based on the character control parameters and a preset threshold. After acquiring the allied combat commands, the current turn is settled based on both the allied and enemy combat commands to obtain the round settlement result. This method improves the resource utilization of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0057] In one specific implementation, if the updated character control parameters exceed the preset parameter threshold, the first character is displayed in the game scene and set to a specified state; the specified state is used to indicate that the first character is not an allied character during the combat phase.
[0058] The aforementioned battle phase can be understood as the phase of obtaining our battle commands and settling the results of the current round.
[0059] In this method, even if the updated character control parameters exceed the preset threshold, the first character can still be successfully acquired. However, this first character will not be considered an allied character in subsequent battles. Since the acquisition result of the first character has not yet been settled, the first character is displayed in a specified state in the game scene to indicate to the player that this first character is not an allied character. The display method for this specified state may include increased transparency, darkened color, or particle effects.
[0060] In another implementation, if the updated character control parameters exceed the preset parameter threshold, it is determined that obtaining the first character has failed, and a prompt message indicating that obtaining the first character has failed is displayed.
[0061] In this method, if the updated character control parameters exceed the preset parameter threshold, the aforementioned character acquisition operation fails, that is, the first character cannot be obtained from the preset character set, and the first character will not be displayed in the game scene. The player will be notified of the failure to acquire the first character through a prompt message.
[0062] The current turn can include a character acquisition phase and a battle phase. The character acquisition phase is where players acquire their own characters during the current turn; during this phase, enemy players participating in the turn can also acquire enemy characters. The battle phase is where players receive their own battle commands and the current turn is resolved. The battle phase can only begin after the character acquisition phase ends. The end of the character acquisition phase can be triggered by player-initiated actions, such as actions performed on relevant controls in the graphical user interface; or it can be triggered automatically after a specified time, for example, the character acquisition phase can automatically end after a preset time period following the start of the current turn.
[0063] In one approach, upon entering the character acquisition phase of the target game, the character control parameters corresponding to the current round are displayed. During the character acquisition phase, the game scene includes our characters and multiple character positions; these character positions are used to place our characters acquired during the character acquisition phase.
[0064] In practice, the character acquisition phase can begin after the first trigger event occurs. For example, this first trigger event could be the generation of the previous round's settlement result, the receipt of a specified trigger operation, or the end of a specified animation playback event; for instance, the character acquisition phase could begin after the animation displaying the words "Character Acquisition Phase" ends. During the character acquisition phase, the game scene, in addition to our own characters, can include multiple character positions. These positions are used to place our characters acquired during the character acquisition phase. The game scene has a specified number of character positions, and these positions can be arranged in a specified manner, such as arranged in a row from left to right, or arranged diagonally along the graphical user interface. Our characters located at these positions can have a specified arrangement order, such as arranged according to their character unit parameters from largest to smallest, or arranged according to the order in which our characters were acquired.
[0065] In this method, during the character acquisition phase, the game scene includes our characters and multiple character positions. Based on the arrangement of the character positions, our characters located in the character positions also have a certain order in the game scene.
[0066] The following embodiments provide a way to obtain the first role.
[0067] In response to a trigger action on the character acquisition control, a first character is randomly selected from a preset character set. For example, each time the character acquisition control is triggered, a first character is randomly selected from the preset character set, and the character control parameters are updated accordingly. When conditions permit, players can trigger the character acquisition control multiple times to obtain multiple first characters.
[0068] In another approach, in response to a trigger operation on the display trigger control for the set, a preset set of roles is displayed; the preset set of roles includes: selectable roles corresponding to our roles; in response to a selection operation on the first role among the selectable roles, the first role is retrieved.
[0069] In this method, a set display trigger control showing a preset set of characters is displayed in the graphical user interface. When the set display trigger control is triggered, a character display window is displayed in the graphical user interface, showing selectable characters from the preset set of characters. Players can select the first character by clicking, swiping, or double-clicking, thus acquiring the first character and updating its control parameters. When the condition is met, players can select multiple first characters.
[0070] Another approach is to respond to the trigger operation of the display trigger control for the aforementioned preset character set, randomly determine the preset character set from the preset character range, and display the preset character set; wherein, the preset character range is based on the alternative character configuration in the game account corresponding to our character.
[0071] The characters in the aforementioned preset character set can be the same as those in the preset character range, or they can be a subset of those characters. In one example, there are 5 characters in the preset character range, and then 3 characters are randomly selected from these 5 characters to form the preset character set; the player can then choose their first character from these 3 characters.
[0072] In one implementation, the first character typically possesses character attributes and equipped skills. If the first character is deployed as an ally, their attributes can be updated based on their equipped skills; for example, if the first character has many skills, attributes such as health, attack power, or defense can be increased. This approach encourages players to acquire more skills for their first character, thereby enhancing their combat capabilities during the match.
[0073] The following examples provide a specific implementation method for updating role control parameters.
[0074] In response to the character acquisition operation, the first character is determined from the preset character set and displayed in the character position in the game scene; the preset character set includes: the selectable characters corresponding to our characters; the character unit parameters of the first character are added to the character control parameters to obtain the updated character control parameters; the character control parameters include: the parameters of the character unit parameters of our characters in the game scene.
[0075] In one approach, the preset character set includes: selectable characters corresponding to our characters. After performing a character acquisition operation, a first character is determined from the preset character set and displayed in the character position in the game scene. The character unit parameters and character control parameters of the first character are summed to obtain updated character control parameters. Here, our characters include: our characters surviving in the game before the current round, and the first character acquired in the current round.
[0076] When the updated character control parameters are about to reach a preset threshold, the graphical user interface can display relevant prompts to remind the player. For example, in the graphical user interface, if the updated character control parameters are less than 80% of the preset threshold, the updated character control parameters are displayed in green; if they are greater than 80% but less than 100% of the preset threshold, the updated character control parameters are displayed in yellow; and if they exceed the preset threshold, the updated character control parameters are displayed in red. Furthermore, when the updated character control parameters are less than the preset threshold, the character acquisition control displays particle effects; when the updated character control parameters exceed the preset threshold, the transparency of the character acquisition control increases.
[0077] In another approach, in response to a character acquisition operation, a first character is determined from a preset character set and displayed in the character position of the game scene. The preset character set includes: the available characters corresponding to our character, and the number of times the available characters have been acquired. The number of times the first character has been acquired is lower than a specified acquisition threshold. The character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters. The character control parameters include: the sum of the character unit parameters of our characters in the game scene.
[0078] In one example, a threshold for the number of times each selectable character can be acquired can be preset, for example, 3 times, meaning each selectable character can be acquired 3 times in the target game. The preset character set records the number of times each selectable character has been acquired; if the number of acquisitions reaches the threshold, the first character is determined from the selectable characters whose acquisition counts are below the specified threshold. This first character is then displayed in the character position in the game scene. Similarly, the first character's unit parameters and control parameters are summed to obtain updated character control parameters. Here, our characters include: our characters surviving in the game before the current round, and the first character acquired in the current round.
[0079] In one game mode, after obtaining the first character from the preset character set, the available characters in the preset character set can be updated; for example, the first character can be deleted from the preset character set, or the number of times the first character has been obtained can be updated.
[0080] In response to the character acquisition operation, and if the preset character acquisition conditions are met, continue to execute the step of acquiring the first character; wherein, the character acquisition conditions include at least one of the following: there are selectable characters in the updated preset character set, the number of times the selectable characters in the updated preset character set have been acquired is less than a specified acquisition number threshold, there are idle character positions in the game scene, and the updated character control parameters have not exceeded the preset parameter threshold.
[0081] In one example, if the updated preset character set contains selectable characters, the number of times the selectable characters have been acquired is less than the specified acquisition threshold, there are available character positions in the game scene, and the updated character control parameters do not exceed the preset parameter threshold, when the player performs the character acquisition operation again, the first character can be determined from the preset character set and displayed in the character position in the game scene; the character unit parameters of the first character are added to the character control parameters to obtain the updated character control parameters.
[0082] Here, after a player selects a first character from the preset character set, the first character is automatically removed from the available characters in the preset character set, and the available characters in the preset character set are updated. If the updated preset character set still has available characters, there are empty character slots in the game scene, and the updated character control parameters do not exceed the preset parameter thresholds, the player can continue to trigger the character acquisition control to obtain the next first character.
[0083] For example, the preset threshold for character control parameters in the current round is 5. The sum of the unit parameters of our characters in the game scene is 2. There are 6 selectable characters in the preset character set. We control our character to randomly select one selectable character from this preset character set as the first character. The unit parameter of this first character is 2. Then the updated character control parameters are 4. At this time, the updated character control parameters do not exceed the preset threshold. This first character can be used as our character and displayed in the character position in the game scene. When there are still empty character positions in the game scene, we can continue to select selectable characters from the remaining 5 selectable characters in the preset character set as the first character, add the unit parameter of the first character to the character control parameters, and update the character control parameters again.
[0084] In one scenario, if the updated character control parameters exceed a preset threshold, the newly acquired first character will be displayed in its position using a first display format. This first display format indicates that the newly acquired first character is in a specified state. This specified state indicates that during combat, the first character is not considered a friendly character. The specified state includes the display state of the first character's model in the game scene; the first display format can be increased transparency, darkened color, or surrounded by particle effects, etc.
[0085] For example, if the updated character control parameters exceed the preset parameter threshold, the transparency of the newly acquired first character's model in the game scene will be increased, and the model of the first character with increased transparency will be displayed at the character's position to indicate that the first character is not an allied character.
[0086] In one approach, after acquiring the first role, the first role is removed from a preset role set; wherein the preset role set has a specified number of optional roles, and each optional role has one opportunity to be acquired.
[0087] In other words, the current round of a game comprises multiple rounds; at the start of a game, there is a specified number of selectable characters in the preset character set, and each selectable character has one chance to be acquired. After acquiring the first character from the preset character set, the first character can be removed from the preset character set, and the next first character will be acquired from the removed preset character set.
[0088] In another approach, the preset role set includes: the available roles corresponding to our role, and the number of times each available role has been acquired. After the step of acquiring the first role from the preset role set, the number of times the first role has been acquired in the preset role set is updated. The preset role set contains a specified number of available roles, and each available role has a specified acquisition threshold. When the updated acquisition count reaches the acquisition threshold, the next time a role acquisition operation is performed, available roles whose acquisition count has reached the acquisition threshold will no longer be acquired.
[0089] In one approach, after obtaining the first character from a preset character set, an information viewing panel can be displayed in a graphical user interface. This information viewing panel includes the character identifier of our character. In response to a trigger operation on the first identifier in the information viewing panel, the character information of our character corresponding to the first identifier is displayed.
[0090] The aforementioned information viewing panel can be understood as the area where our character's identifier is displayed. These identifiers are arranged in a specific order. Each identifier corresponds one-to-one with a character and can indicate various information about that character. For example, an identifier can be a combination of an image and character unit parameters, indicating the corresponding model image and unit parameters. Additionally, the panel can display identifiers of characters retrieved from a preset character set that are not considered our primary characters. For instance, if an identifier is grayed out or displays the word "escape," it indicates that the primary character corresponding to that identifier is not our character. This character information includes our character's attributes, aptitude, unit parameters, and whether they are considered our characters.
[0091] The aforementioned first identifier refers to the character identifier of the first selected character. The aforementioned triggering operation can be a click, long press, drag, or other operation targeting the first identifier.
[0092] After obtaining the first character from the preset character set, you can view the character information of the first character corresponding to the first identifier through the information viewing panel.
[0093] In one specific embodiment, such as Figure 3 As shown, an information viewing panel is displayed in the upper right corner of the graphical user interface. This information viewing panel contains three character icons, A, B, and C, which correspond one-to-one with our character a, character b, and character c, respectively. The order in which the character icons are placed in the information viewing panel corresponds to the arrangement order of character a, character b, and character c in the game scene. By clicking on the first character icon A, a display panel will pop up, which displays character a's attribute information, aptitude information, and character unit parameters, among other character information.
[0094] In this mode, players can compare the updated character control parameters with preset parameter thresholds to determine which character enters the battle phase, adding a strategic element to the game. Players can also view their selected character's information through an information panel, facilitating better planning of their battle strategy.
[0095] Before receiving our combat commands, display our characters in the game scene; if there is a first character in a specified state, control the first character to leave the scene area where our characters belong. The specified state is used to indicate that the first character is not our character during the combat phase.
[0096] The first character in the above-mentioned specified state is not considered an allied character. This specified state is used to indicate that the first character is not considered an allied character during the battle phase. The display method of the specified state is, for example, increased transparency, darkened color, or particle effects.
[0097] Here, before receiving combat commands, the game scene displays both friendly and enemy characters. Friendly characters can reside in their own scene area, and enemy characters can reside in their own scene area, with a certain distance between the two areas. When a character in a specific state exists in the game scene, you need to control that character to leave the friendly character's scene area.
[0098] Specifically, the system counts the number of characters set to a specified state in the historical game process of the target game; if the number of characters is less than a preset threshold, the system controls the first character to appear in the scene area belonging to the enemy character; the first character transforms into an enemy character and responds to the enemy's combat commands; if the number of characters reaches the preset threshold, the system controls the first character to leave the game scene.
[0099] The number of characters mentioned above refers to the total number of our characters' first-place characters in the game match of the current round before the current round.
[0100] In this method, the number of characters set to a specified state in the historical progress of the target game can be counted. In one scenario, if the number of characters is less than a preset threshold, the first character is displayed in the scene area belonging to the enemy character, and its display position can be near the enemy character's location. During the combat phase, this first character acts as an allied character for the enemy character, responding to enemy combat commands and performing combat actions. In another scenario, if the number of characters reaches the preset threshold, the first character is directly controlled to leave the game scene.
[0101] The following embodiments provide a specific implementation method for obtaining our combat instructions.
[0102] In one approach, upon entering the combat phase of the target game, the system identifies the command acquisition target from among the player's characters and displays a prompt icon corresponding to the command acquisition target; in response to command input operations targeting the command acquisition target, the system generates the corresponding player's combat command.
[0103] The aforementioned command acquisition target is the object responding to our combat commands. The command input operation can be a user action applied to controls. The terminal device can detect any combination of one or more controls being pressed, clicked, or swiped, thereby generating combat commands. The aforementioned prompts can be text, icons, sound effects, dynamic effects, etc., used to inform the player of the command acquisition target. The combat phase of the target game can be entered by triggering a second event. This second event can be triggered by the player's active operation, such as an action on a relevant control in the graphical user interface; or it can be automatically triggered after a specified time, for example, automatically entering the combat phase after a preset time period ends upon entering the current round.
[0104] After the second trigger event occurs, the battle phase begins. A target for obtaining commands can be determined from among our characters, either randomly or in a preset order. A corresponding indicator will be displayed near the target's location; for example, a downward arrow icon may appear directly above the target to indicate that our character is the target. After selecting the target, touch operations on several related controls will generate the corresponding battle commands for our character.
[0105] Specifically, the object to be retrieved by the instruction can be determined in the following way:
[0106] The first command acquisition target is determined according to a preset order; after a friendly combat command is generated for the target, the updated command acquisition target is determined from among the friendly characters who have never generated a friendly combat command, until all friendly characters have generated the corresponding friendly combat command.
[0107] The target of the first instruction can be determined according to the order of our characters' positions, or it can be randomly determined from among our characters.
[0108] In actual implementation, after entering the combat phase, the first target for obtaining the command can be determined from among our characters. After a combat command is generated that acts on our characters, the next target for obtaining the command is randomly determined from among our characters who have not yet generated a combat command, or determined sequentially according to the order of our characters in the game scene, until all our characters have generated their corresponding combat commands.
[0109] Additionally, when generating the first combat command for a friendly character to acquire an enemy, a message such as "Preparing" can be displayed near the location of the next friendly character to acquire an enemy or another friendly character for whom a combat command has not yet been generated. This is to prompt the player to prepare to issue a combat command. Once the player has issued a combat command to a friendly character, the "Preparing" message near that character's location will disappear.
[0110] Specifically, the generation of commands to obtain the corresponding friendly combat commands for the target can be done in the following way:
[0111] The system displays a skill control for the candidate skills of the target character, responds to trigger operations on the skill control, determines the target skill of the target character, responds to attack target selection operations, determines the attack target of the target skill from enemy characters, and generates combat commands based on the target skill and attack target.
[0112] The system can retrieve the target's identity, level, etc., based on the command, and determine the target's alternative skills, such as casting spells, releasing items, or releasing potions. Each alternative skill can correspond to a displayed skill control; after a skill control is triggered, the alternative skill corresponding to that control is designated as the target skill. The attack target can be one or more enemy characters. The attack target selection operation can be triggered by an enemy character in the game scene or an enemy character's identifier.
[0113] After identifying the target of the command acquisition, the graphical user interface displays skill controls corresponding to the candidate skills of that target. Clicking or dragging a skill control triggers it, and the skill corresponding to that control is then designated as the target skill of the command acquisition target. Next, clicking or pressing on an enemy character or their icon designates that enemy character as the target of the attack. Once the target is identified, the system automatically generates combat commands for the target based on the target skill and the target.
[0114] Alternatively, our combat commands can be obtained in the following way:
[0115] Obtain the preset combat parameters of our characters, and generate our characters' combat commands based on the preset combat parameters.
[0116] This method can be considered an automatic combat mode. Combat parameters, such as attack or defense, and attack method, are preset. During the combat phase, the system automatically generates combat commands based on these preset parameters, eliminating the need for the player to select attack targets or attack methods.
[0117] In one example, our characters can include a main character and a support character. The combat commands for the main character and the combat commands that generate support characters have different operation methods.
[0118] First, the player's own battle commands in the protagonist's color are generated. Specifically, upon entering the battle phase, the graphical user interface first displays skill controls for the protagonist's color-selected skills. Clicking or dragging these controls triggers the skill, which is then designated as the main character's target skill. Clicking or pressing on enemy characters targets them as the primary target of the skill. Once a target is identified, the player's own battle commands in the protagonist's color are automatically generated based on the target skill and the target.
[0119] Then, the system retrieves the preset combat parameters of the support characters and generates friendly combat commands for them based on these parameters. The preset combat parameters include preset target skills. Here, a series of touch operations can be performed on the relevant controls beforehand to set and save the preset combat parameters for each support character. Once a support character is identified as the target for command retrieval, the terminal device can automatically retrieve its preset combat parameters and generate friendly combat commands for that character.
[0120] Furthermore, the preset combat parameters of our characters can be obtained through the following methods:
[0121] In response to the triggering operation of the specified control, the skill settings window corresponding to our character is displayed; the skill settings window displays the selectable skills of our character; in response to the selection operation of the selectable skill, the target skill of our character is obtained, and our combat commands are generated based on the target skill of our character.
[0122] The aforementioned designated control is used to trigger the skill settings window. Each player character has a corresponding designated control to trigger that character's skill settings window. The skill settings window displays the player character's selectable skills, which correspond to the skills the character possesses. Selecting a selectable skill can be done by clicking, pressing, or dragging the corresponding selectable skill control. The triggering operation can also be a click, press, or drag operation on the designated control.
[0123] In actual implementation, such as Figure 4 As shown, the specified controls are displayed in the lower right corner of the graphical user interface. The specified controls a, b, and c are used to trigger the skill setting windows of our characters A, B, and C, respectively. After clicking the specified control on the far right, the skill setting window of character C will pop up in the graphical user interface. The skill setting window displays character C's defensive skills and defensive skill controls, attack skills and attack skill controls. By clicking, pressing, dragging, or other operations to select the optional skill control, the optional skill corresponding to the optional skill control is used as the target skill of our character, and our combat commands are generated based on the target skill.
[0124] Here, the attack targets in our combat commands are usually enemy characters. Furthermore, we can click the remaining designated controls in sequence to set corresponding target skills for character A and character B. These target skills are saved as preset combat parameters. When our character is identified as the target of command acquisition, the terminal device can automatically obtain the preset combat parameters of that character and generate the corresponding combat commands for that character.
[0125] In this method, players no longer need to wait for each of their characters to become the command recipient before setting up command input and generating their own combat commands. Instead, they can centrally set preset combat parameters for each character, and once a character is selected as the command recipient, the combat commands are automatically generated. This eliminates tedious and repetitive operations, freeing up players' hands and improving the gaming experience.
[0126] In other specific implementations, our combat commands can also be the combat commands for captured characters. Generally, this combat command can be used in PVE mode.
[0127] In response to the triggering of a character capture item, select potential capture characters and display their capture probability information; in response to the selection of the second potential capture character, generate a battle command for your side to capture the second character.
[0128] The aforementioned character capture items can be items currently owned by the game account to which the player character belongs, or items currently purchased through purchase controls. Triggering these character capture items can be done by clicking, pressing, or dragging the corresponding control. The aforementioned candidate capture characters are player characters that are enemies; the capture probability information indicates the likelihood of the player character capturing a candidate character using the character capture item. Selecting a second character can be done by clicking, dragging, or pressing the second character model in the game scene.
[0129] Here, after triggering the character capture item, you obtain the corresponding character capture item. Next, you select potential capture characters. You can select all enemy characters displayed in the game scene as potential capture characters, or you can trigger a specific enemy character by clicking or pressing it, and then select that triggered enemy character as a potential capture character. After selecting potential capture characters, their capture probability information is displayed near their location in the game scene. Finally, you can generate combat commands to capture the second character by clicking, dragging, or pressing the model of the second potential capture character.
[0130] In one approach, the capture probability information can be displayed in the following manner:
[0131] In response to a trigger operation on the capture control, display the candidate capture items; in response to a trigger operation on the first item among the candidate capture items, determine the candidate capture character and display the capture probability information of the first item for the candidate capture character; wherein, the capture probability information is determined based on the item parameters of the first item, the character parameters of our character, and the character parameters of the candidate capture character.
[0132] The aforementioned candidate capture items can be capture items owned by the game account to which our character belongs, or capture items not currently owned by that game account. The item parameters of the first item refer to its attribute parameters, such as its item type. Our character's parameters refer to our character's attributes, such as its HP and health points. The candidate capture character's parameters refer to the candidate capture character's attributes, such as its rarity.
[0133] In one specific implementation, this embodiment can provide a formula for calculating capture probability information, namely, capture probability information = C × Z × B × F; where C is the HP percentage of our character; Z is the rarity of the candidate capture character; B is the item type of the first item; and F is the negative status correction parameter. The negative status correction parameter here is determined based on whether the candidate capture character has any debuffs. Debuffs refer to auxiliary statuses applied to reduce the abilities of the candidate capture character. If there are any types of debuffs, the negative status correction parameter may increase to 1.5.
[0134] In practice, clicking the capture control in the graphical user interface will bring up a display panel, such as... Figure 5 As shown in (a), the display panel shows three optional capture items: Item A, Item B, and Item C. Item A is a capture item owned by the game account to which our character belongs. Items B and C are capture items that do not currently belong to the game account and need to be purchased before they can be used to capture the character.
[0135] For item A, you can trigger the "Use" control corresponding to item A by clicking or dragging, thus setting item A as the primary item. Then, you can click on enemy character 'a' displayed in the game scene to select character 'a' as a potential capture target. The graphical user interface will then display an 80% capture probability for character 'a' using item A directly above character 'a'. Figure 5 As shown in (b).
[0136] For item B, in one method, item B must be purchased before it can be used as the primary item. The "Purchase and Use" control for item B can be triggered through clicks, drags, etc. After triggering, the device terminal immediately sends a purchase agreement to the game server, which then purchases item B. Once purchased, item B is automatically designated as the primary item. Then, you can click on enemy character 'a' displayed in the game scene to designate character 'a' as a candidate for capture. The capture probability information for character 'a' using item B is displayed directly above character 'a' in the graphical user interface.
[0137] Here, considering the time interval between purchases, the system can automatically purchase items just before the capture command is issued, following a pre-defined process. The server also adds a purchase logic before the capture command. This ensures a smooth user experience on the client side.
[0138] Different game modes correspond to different turn-based game resolution processes. In one specific implementation, when the game mode is PVE, the turn-based game resolution process is as follows: Figure 6 As shown.
[0139] 1) Enter the character acquisition stage;
[0140] Players control their characters to enter the game scene via terminal devices. Once the animation displaying "Character Acquisition Phase" finishes, the character acquisition phase begins. If the current round is the first round of the game and the player has not yet acquired their character, the character control parameters for the current round are the initial values. If the current round is not the first round of the game, the character control parameters for the current round are the sum of the character unit parameters of all player characters in the game scene.
[0141] 2) Players make their own decisions;
[0142] Based on the game strategy, players can choose to manually end the character acquisition phase or choose to acquire their first character from a preset character set.
[0143] 3) Obtain the first character from the preset character set;
[0144] 4) Determine the updated character control parameters;
[0145] If the preset parameter threshold is exceeded, the first character will not be considered as an allied character. When the updated character control parameters are close to reaching the preset parameter threshold, a prompt message can be displayed to remind the player. For example, in the graphical user interface, if the updated character control parameters are less than 80% of the preset parameter threshold, a green indicator will appear; if they are greater than 80% but less than 100%, a yellow indicator will appear; and if they exceed the threshold, a red indicator will appear. Furthermore, when the updated character control parameters are less than the preset parameter threshold, the character acquisition control will display particle effects; when the updated character control parameters exceed the preset parameter threshold, the transparency of the character acquisition control will increase.
[0146] 5) When the updated character control parameters exceed the preset parameter threshold, the first character will not be used as our character, and the character acquisition phase will be forcibly terminated;
[0147] 6) When the updated character control parameters do not exceed the preset parameter threshold, the first character will be our character. Players can continue to obtain the next first character from the updated preset character set until the preset parameter threshold is exceeded, or manually end the process of obtaining our character.
[0148] 7) Enter the battle phase;
[0149] 8) Manual / automatic target selection;
[0150] You can manually determine the target skill and attack target to generate your own combat commands. Alternatively, you can enable automatic combat mode, pre-set and save the preset combat parameters for each of your characters, and when a character is selected as the target for commands, the terminal device can automatically obtain the preset combat parameters for that character, randomly select an enemy character as the attack target, and launch an attack.
[0151] 9) Determine if all allies or enemies have been defeated;
[0152] Based on our combat commands and the enemy's combat commands, the current round is settled, and the round settlement result is obtained. If all enemy characters in the game scene are defeated, the settlement result indicates that our character has successfully challenged the enemy; if all our characters in the game scene are defeated, the settlement result indicates that our character has failed the challenge; if not all characters on each side are defeated, and there are still selectable characters in the preset character set, the settlement result indicates that we can enter the character acquisition phase of the next round; if all characters on each side are defeated, and there are no selectable characters in the preset character set, the settlement result indicates that we can continue to the combat phase of the current round.
[0153] In this method, the updated character control parameters are compared with the preset parameter thresholds to determine which of our characters will enter the battle phase. This method offers high flexibility in character usage. Once our characters enter the battle phase, the current round is settled according to our battle commands, which increases the impact of our characters on the player's game performance, enhances the fun of the game, and improves the resource utilization rate of our characters.
[0154] When the game mode is PVP, the settlement process of a turn-based game is as follows: Figure 7 As shown.
[0155] Specifically, it includes the following steps:
[0156] 1) Match player A and player B;
[0157] 2) Players make their own decisions;
[0158] The game enters the character acquisition phase, where players A and B simultaneously make independent decisions and acquire their first character from a pre-set character set. Based on the game strategy, during this phase, players can choose to manually end the character acquisition process or continue acquiring a first character from the pre-set character set.
[0159] It should be noted that each time a player obtains their first character from the preset character set, the corresponding character control parameters need to be updated based on the character unit parameters of that first character. The updated character control parameters must then be checked to see if they exceed the corresponding preset parameter threshold. If the updated character control parameters exceed the preset parameter threshold, that first character will not be added to the player's team. If the updated character control parameters do not exceed the preset parameter threshold, that first character will be added to the player's team, and the player can continue to obtain the next first character from the updated preset character set until the process of obtaining a first character ends.
[0160] For the first character whose control parameters exceed the preset threshold, there are two options for the player to choose from. In one option, the first character is not considered a player's own character and appears in the scene area where the enemy character is located. In the other option, the graphical user interface displays a message indicating that the player failed to acquire the first character, and the player is unable to acquire the first character.
[0161] Based on this, for player A, after obtaining the first character from the preset character set, the character control parameters corresponding to player A are updated according to the character unit parameters of the first character. It is then determined whether the updated character control parameters exceed a first preset parameter threshold: if the updated character control parameters exceed the first preset parameter threshold, the first character is not considered player A's allied character. If the updated character control parameters do not exceed the first preset parameter threshold, the first character becomes player A's allied character, and player A can continue to obtain the next first character from the updated preset character set until the process of obtaining a first character ends.
[0162] For player B, after obtaining the first character from the preset character set, the character control parameters corresponding to player B are updated according to the character unit parameters of the first character. If the updated character control parameters exceed the first preset parameter threshold, the first character will not be considered as player B's allied character. If the updated character control parameters do not exceed the first preset parameter threshold, the first character will be considered as player B's allied character. Player B can continue to obtain the next first character from the updated preset character set until the process of obtaining a first character ends.
[0163] Here, the second preset parameter threshold can be the same as or different from the first preset parameter threshold, and the preset parameter threshold is related to the attribute level of the game account.
[0164] 3) Players A and B finish and obtain their first character.
[0165] Players A and B can manually end the process of acquiring the first character, or they can be forcibly ended when the preset time period ends.
[0166] 4) Enter the battle phase;
[0167] After players A and B have both acquired their first character, the player controlling players A and B enters the battle phase.
[0168] 5) Both parties manually or automatically select the attack target;
[0169] Players can choose to manually select target skills and attack targets, generate corresponding combat commands, and launch an attack. Alternatively, they can choose to enable automatic combat mode, pre-set and save the preset combat parameters for each of their own characters, and when a character is selected as the target of the command, the terminal device can automatically obtain the preset combat parameters of that character and randomly select an enemy character or any enemy character's own character as the attack target to launch an attack.
[0170] 6) Determine if both sides have been knocked down;
[0171] If all of Player A's characters are defeated in the game, the result indicates that Player B wins; if all of Player B's characters are defeated in the game, the result indicates that Player A wins; if neither player's characters are defeated, the result indicates that the game can proceed to the next round.
[0172] In this method, the updated character control parameters are compared with preset parameter thresholds to determine which two characters enter the battle phase. This method offers high flexibility in character usage. After both characters enter the battle phase, the current round is settled according to the battle commands of both sides. This improves the resource utilization rate of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0173] In one approach, the settlement method of the aforementioned turn-based games is applied to a specific game. In this game, the player's allied characters include summoned spirits, and the character control parameter is a command parameter. Preset command values are available for each turn, and each summoned spirit has a corresponding command value. The game is divided into two rounds: a single-round summoning phase (equivalent to the character acquisition phase) and a two-round combat operation phase (equivalent to the combat phase). A diagram illustrating the single / two-round game operation is shown below. Figure 8 As shown.
[0174] During the single-round summoning phase, players control their character in the game account and enter the game scene. Players can randomly summon spirits. If the sum of the character's command value of all summoned spirits exceeds the command value, the last summoned spirit will run to the enemy formation; if the sum of the character's command value of all summoned spirits does not exceed the command value, all summoned spirits will remain in the player's battle arena.
[0175] Players control both their main character and summoned spirits in a two-round combat phase. Players issue commands to both their character and summoned spirits, which can then perform actions such as attacking enemies, using skills, or fleeing. Players can control their main character to perform actions such as capturing enemies, using items, skipping actions, or fleeing.
[0176] For our character's capture items, such as Figure 9 The diagram illustrates a convenient way to use certain items. Among them, "boost items" are tools used by players to increase the capture probability. If a player already owns a boost item, they can use it directly. If the player does not own the boost item, the client (i.e., the terminal device) needs to send a purchase agreement to buy it before use.
[0177] If a player possesses a capture item, they can directly select and use it. The client will query the server for the capture probability of the candidate capture characters in the game scene and display the capture probability information of the candidate capture characters near their locations in the game scene.
[0178] If the player does not yet possess the capture item, the client needs to purchase a protocol from the server. After purchase, the client will query the server for the capture probability of the candidate capture characters in the game scene and display the capture probability information of the candidate capture characters near their locations in the game scene.
[0179] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 10 The diagram illustrates a settlement device for a turn-based game, which provides a graphical user interface via a terminal device; the graphical user interface displays the game scene of the target game session; the device includes:
[0180] The first display module 1002 is used to display the character control parameters corresponding to the current round; wherein, the character control parameters are used to control the friendly characters that can participate in the battle in the current round;
[0181] The first determining module 1004 is used to respond to the role acquisition operation, acquire the first role, and update the role control parameters based on the role unit parameters of the first role; wherein, if the updated role control parameters do not exceed the preset parameter threshold, the first role is added as our role; if the updated role control parameters exceed the preset parameter threshold, our role is not added.
[0182] The first acquisition module 1006 is used to acquire our combat commands; wherein, our combat commands are used to: control our characters in the game scene to perform combat operations during the settlement.
[0183] The first settlement module 1008 is used to settle the current round based on our combat commands and the enemy combat commands corresponding to the enemy characters in the target game, and obtain the round settlement result.
[0184] In this method, based on character control parameters and preset parameter thresholds, it is determined whether the character acquired in the current round is an allied character. After acquiring allied combat commands, the current round is settled based on both allied and enemy combat commands, resulting in the round settlement result. This method improves the resource utilization rate of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0185] The aforementioned device also includes a status setting module, used to: if the updated character control parameters exceed a preset parameter threshold, display the first character in the game scene and set the first character to a specified state; the specified state is used to indicate that: during the combat phase, the first character is not used as a friendly character.
[0186] The aforementioned device also includes an information display module, used to: if the updated role control parameters exceed a preset parameter threshold, determine that the acquisition of the first role has failed, and display a prompt message indicating that the acquisition of the first role has failed.
[0187] The first display module is also used to enter the character acquisition phase of the target game match and display the character control parameters corresponding to the current round. During the character acquisition phase, the game scene includes our characters and multiple character positions; the character positions are used to place our characters acquired during the character acquisition phase.
[0188] During the aforementioned role acquisition phase, a role acquisition control is displayed in the graphical user interface; the aforementioned first determining module is also used to: respond to a trigger operation on the role acquisition control and randomly acquire a first role from a preset role set.
[0189] The aforementioned first determining module is further configured to: respond to a trigger operation on the set display trigger control, and display a preset set of roles; the preset set of roles includes: selectable roles corresponding to our roles; and respond to a selection operation on the first role among the selectable roles, and obtain the first role.
[0190] The aforementioned first determining module is further configured to: respond to a trigger operation on the set display trigger control, randomly determine a preset set of characters from a preset character range, and display the preset set of characters; wherein the preset character range is based on the alternative character configuration in the game account corresponding to our character.
[0191] The aforementioned first determining module is further configured to: in response to the character acquisition operation, determine a first character from a preset character set, display the first character in the character position of the game scene, the preset character set including: selectable characters corresponding to our character; add the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; the character control parameters include: the sum of the character unit parameters of our character in the game scene.
[0192] The aforementioned first determining module is further configured to: in response to a character acquisition operation, determine a first character from a preset character set and display the first character in the character position of the game scene; wherein the preset character set includes: selectable characters corresponding to our character, and the number of times the selectable characters have been acquired, and the number of times the first character has been acquired is lower than a specified threshold for the number of times it has been acquired; add the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; the character control parameters include: the sum of the parameters of the character unit parameters of our characters in the game scene.
[0193] The aforementioned device further includes a continuing execution module, configured to: update the selectable characters in the preset character set; in response to a character acquisition operation, and if the preset character acquisition conditions are met, continue executing the step of acquiring a first character from the preset character set; wherein the character acquisition conditions include at least one of the following: there are selectable characters in the updated preset character set, the number of times the selectable characters in the updated preset character set have been acquired is less than a specified acquisition number threshold, there are idle character positions in the game scene, and the updated character control parameters do not exceed a preset parameter threshold.
[0194] The aforementioned device also includes a character deletion module, used to: delete a first character from a preset character set; wherein the preset character set has a specified number of selectable characters, and each selectable character has one opportunity to be acquired.
[0195] The aforementioned device also includes a count update module, used to: update the number of times the first character in the preset character set has been acquired; wherein the preset character set has a specified number of optional characters, and each optional character has a specified threshold number of times it has been acquired.
[0196] The aforementioned device further includes an information viewing module, used for: displaying an information viewing panel in a graphical user interface, the information viewing panel including the role identifier of our character; and responding to a trigger operation on a first identifier in the information viewing panel to display the role information of our character corresponding to the first identifier.
[0197] The aforementioned device also includes a character control module, used for: displaying our characters in the game scene; if there is a first character in a specified state, controlling the first character to leave the scene area belonging to our characters; wherein, the specified state is used to indicate that: during the combat phase, the first character is not our character.
[0198] The aforementioned character control module is also used to: count the number of characters set to a specified state in the historical game process of the target game; if the number of characters is less than a preset threshold, control the first character to be displayed in the scene area where the enemy character belongs; the first character transforms into an enemy character and responds to the enemy's combat commands; if the number of characters reaches a preset threshold, control the first character to leave the game scene.
[0199] The aforementioned first acquisition module is also used for: entering the combat phase of the target game match, determining the command acquisition target from our characters, displaying the prompt icon corresponding to the command acquisition target; responding to the command input operation for the command acquisition target, and generating our combat command corresponding to the command acquisition target.
[0200] The aforementioned first acquisition module is further configured to: display a skill control for the candidate skills of the instruction acquisition object; respond to a trigger operation on the skill control; determine the target skill of the instruction acquisition object; respond to an attack target selection operation; determine the attack target of the target skill from the enemy characters; and generate our combat instructions based on the target skill and the attack target.
[0201] The aforementioned first acquisition module is also used to: determine the first instruction acquisition target according to a preset order; after a friendly combat instruction is generated for the instruction acquisition target, determine the updated instruction acquisition target from among the friendly characters who have never generated a friendly combat instruction, until all friendly characters have generated the corresponding friendly combat instruction.
[0202] The aforementioned first acquisition module is also used to: acquire the preset combat parameters of our character, and generate our character's combat commands based on the preset combat parameters.
[0203] The aforementioned first acquisition module is also used to: in response to the triggering operation of a specified control, display the skill setting window corresponding to our character; the skill setting window displays the selectable skills of our character; in response to the selection operation of the selectable skill, acquire the target skill of our character, and generate our combat commands based on the target skill of our character.
[0204] The aforementioned first acquisition module is also used to: in response to the triggering operation of the character capture item, determine the candidate capture characters and display the capture probability information of the candidate capture characters; in response to the selection operation of the second character among the candidate capture characters, generate the player's battle command to capture the second character.
[0205] The aforementioned first acquisition module is further configured to: respond to a trigger operation on the capture control and display candidate capture items; respond to a trigger operation on the first item among the candidate capture items, determine the candidate capture character, and display the capture probability information of the first item for the candidate capture character; wherein the capture probability information is determined based on the item parameters of the first item, the character parameters of our character, and the character parameters of the candidate capture character.
[0206] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the settlement method of the turn-based game described above. This electronic device can be a server or a terminal device.
[0207] See Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the settlement method of the turn-based game described above.
[0208] Furthermore, Figure 11 The illustrated electronic device also includes a bus 102 and a communication interface 103. The processor 100, communication interface 103, and memory 101 are connected via the bus 102. The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk drive. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless). The interface can utilize the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, Figure 11The diagram uses only a single bidirectional arrow, but this does not imply a single bus or a single type of bus. Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0209] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: displaying the character control parameters corresponding to the current turn; wherein, the character control parameters are used to control the friendly characters who can participate in the battle in the current turn; in response to the character acquisition operation, acquiring the first character, and updating the character control parameters based on the character unit parameters of the first character; wherein, if the updated character control parameters do not exceed a preset parameter threshold, the first character is added as a friendly character; if the updated character control parameters exceed the preset parameter threshold, the friendly character is not added; acquiring friendly combat commands; wherein, the friendly combat commands are used to: control the friendly characters in the game scene to perform combat operations during settlement; and based on the friendly combat commands and the enemy combat commands corresponding to the enemy characters in the target game match, settle the current turn to obtain the turn settlement result.
[0210] In this method, based on character control parameters and preset parameter thresholds, it is determined whether the character acquired in the current round is an allied character. After acquiring allied combat commands, the current round is settled based on both allied and enemy combat commands, resulting in the round settlement result. This method improves the resource utilization rate of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0211] The processor in the aforementioned electronic device can perform the following operations of the settlement method for the aforementioned turn-based game by executing machine-executable instructions: if the updated character control parameters exceed a preset parameter threshold, the first character is displayed in the game scene and the first character is set to a specified state; the specified state is used to indicate that the first character is not a friendly character during the battle phase.
[0212] The processor in the aforementioned electronic device can perform the following operations of the settlement method for the aforementioned turn-based game by executing machine-executable instructions: if the updated character control parameters exceed a preset parameter threshold, it is determined that the acquisition of the first character has failed, and a prompt message indicating that the acquisition of the first character has failed is displayed.
[0213] The processor in the aforementioned electronic device can perform the following operations of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: entering the character acquisition phase of the target game match, displaying the character control parameters corresponding to the current round, and in the character acquisition phase, the game scene includes our character and multiple character positions; the character positions are used to place: our character acquired in the character acquisition phase.
[0214] During the character acquisition phase, a character acquisition control is displayed in the graphical user interface. The processor in the electronic device can execute machine-executable instructions to perform the following operation of the settlement method of the turn-based game: responding to the trigger operation of the character acquisition control, randomly acquiring a first character from a preset character set.
[0215] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method of the aforementioned turn-based game: responding to a trigger operation on a set display trigger control, displaying a preset character set; the preset character set includes: selectable characters corresponding to our character; responding to a selection operation on the first character among the selectable characters, obtaining the first character.
[0216] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method of the aforementioned turn-based game: responding to a trigger operation on a set display trigger control, randomly determining a preset set of characters from a preset character range, and displaying the preset character set; wherein, the preset character range is based on the alternative character configuration in the game account corresponding to our character.
[0217] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: in response to a character acquisition operation, a first character is determined from a preset character set, and the first character is displayed in the character position in the game scene. The preset character set includes: selectable characters corresponding to our character; the character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; the character control parameters include: the parameters of the character unit parameters of our character in the game scene.
[0218] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: in response to a character acquisition operation, a first character is determined from a preset character set, and the first character is displayed in the character position in the game scene; wherein, the preset character set includes: selectable characters corresponding to our character, and the number of times the selectable characters have been acquired, and the number of times the first character has been acquired is lower than a specified threshold; the character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; the character control parameters include: the sum of the character unit parameters of our characters in the game scene.
[0219] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: updating the selectable characters in the preset character set; in response to a character acquisition operation, and provided that the preset character acquisition conditions are met, continuing to execute the step of acquiring a first character from the preset character set; wherein, the character acquisition conditions include at least one of the following: there are selectable characters in the updated preset character set, the number of times selectable characters in the updated preset character set have been acquired is less than a specified acquisition number threshold, there are idle character positions in the game scene, and the updated character control parameters have not exceeded the preset parameter threshold.
[0220] The processor in the aforementioned electronic device can perform the following operation of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: deleting the first character from the preset character set; wherein the preset character set has a specified number of selectable characters, and each selectable character has one chance to be acquired.
[0221] The processor in the aforementioned electronic device can perform the following operations of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: updating the number of times the first character in the preset character set has been acquired; wherein the preset character set has a specified number of selectable characters, and each selectable character has a specified threshold number of times it has been acquired.
[0222] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: displaying an information viewing panel in a graphical user interface, the information viewing panel including the character identifier of our character; and responding to a trigger operation on a first identifier in the information viewing panel, displaying the character information of our character corresponding to the first identifier.
[0223] The processor in the aforementioned electronic device can perform the following operations of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: displaying our character in the game scene; if there is a first character in a specified state, controlling the first character to leave the scene area to which our character belongs; wherein, the specified state is used to indicate: during the battle phase, the first character is not our character.
[0224] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: count the number of characters set to a specified state in the historical game process of the target game; if the number of characters is less than a preset threshold, control the first character to appear in the scene area belonging to the enemy character; the first character transforms into an enemy character and responds to the enemy's combat commands; if the number of characters reaches the preset threshold, control the first character to leave the game scene.
[0225] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: entering the battle phase of the target game match, determining the command acquisition target from among our characters, and displaying the prompt icon corresponding to the command acquisition target; responding to the command input operation for the command acquisition target, and generating our combat command corresponding to the command acquisition target.
[0226] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: displaying a skill control for the candidate skills of the target to be acquired by the instruction; responding to a trigger operation on the skill control; determining the target skill of the target to be acquired by the instruction; responding to an attack target selection operation; determining the attack target of the target skill from among the enemy characters; and generating our own combat instructions based on the target skill and the attack target.
[0227] The processor in the aforementioned electronic device can perform the following operations of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: determining the first instruction acquisition target according to a preset order; after generating a combat instruction for our side that acquires the instruction, determining the updated instruction acquisition target from among our side characters that have never generated our side combat instructions, until all our side characters have generated the corresponding our side combat instructions.
[0228] The processor in the aforementioned electronic device can perform the following operations of the settlement method of the aforementioned turn-based game by executing machine-executable instructions: obtaining the preset combat parameters of our character, and generating our character's combat commands based on the preset combat parameters.
[0229] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method of the aforementioned turn-based game: in response to the triggering operation of a specified control, displaying the skill setting window corresponding to our character; displaying the selectable skills of our character in the skill setting window; in response to the selection operation of the selectable skill, obtaining the target skill of our character, and generating our combat commands based on the target skill of our character.
[0230] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method of the aforementioned turn-based game: in response to the triggering operation of the character capture item, determine the candidate capture characters and display the capture probability information of the candidate capture characters; in response to the selection operation of the second character among the candidate capture characters, generate the player's battle command to capture the second character.
[0231] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method for the aforementioned turn-based game: in response to a trigger operation on the capture control, displaying candidate capture items; in response to a trigger operation on the first item among the candidate capture items, determining the candidate capture character, and displaying the capture probability information of the first item for the candidate capture character; wherein, the capture probability information is determined based on the item parameters of the first item, the character parameters of our character, and the character parameters of the candidate capture character.
[0232] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-described turn-based game settlement method.
[0233] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing these machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: displaying the character control parameters corresponding to the current turn; wherein, the character control parameters are used to control the friendly characters who can participate in the battle in the current turn; in response to the character acquisition operation, acquiring the first character, and updating the character control parameters based on the character unit parameters of the first character; wherein, if the updated character control parameters do not exceed the preset parameter threshold, the first character is added as a friendly character; if the updated character control parameters exceed the preset parameter threshold, the friendly character is not added; acquiring friendly combat commands; wherein, the friendly combat commands are used to: control the friendly characters in the game scene to perform combat operations during settlement; and, based on the friendly combat commands and the enemy combat commands corresponding to the enemy characters in the target game match, settle the current turn to obtain the turn settlement result.
[0234] In this method, based on character control parameters and preset parameter thresholds, it is determined whether the character acquired in the current round is an allied character. After acquiring allied combat commands, the current round is settled based on both allied and enemy combat commands, resulting in the round settlement result. This method improves the resource utilization rate of characters in the game, enhances the player's gaming experience, reduces the power consumption of terminal devices, and lowers the performance overhead of the server.
[0235] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: if the updated character control parameters exceed a preset parameter threshold, the first character is displayed in the game scene and the first character is set to a specified state; the specified state is used to indicate that the first character is not a friendly character during the battle phase.
[0236] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the settlement method of the aforementioned turn-based game: if the updated character control parameters exceed a preset parameter threshold, it is determined that the acquisition of the first character has failed, and a prompt message indicating that the acquisition of the first character has failed is displayed.
[0237] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: enter the character acquisition phase of the target game match, display the character control parameters corresponding to the current round, and in the character acquisition phase, the game scene includes our character and multiple character positions; the character positions are used to place: our character acquired in the character acquisition phase.
[0238] During the character acquisition phase described above, a character acquisition control is displayed in the graphical user interface; the machine-executable instructions stored in the machine-readable storage medium can perform the following operation in the settlement method of the turn-based game by executing the machine-executable instructions: in response to the trigger operation of the character acquisition control, a first character is randomly acquired from a preset character set.
[0239] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing the machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: responding to a trigger operation on a set display trigger control, displaying a preset character set; the preset character set includes: selectable characters corresponding to our character; responding to a selection operation on the first character among the selectable characters, obtaining the first character.
[0240] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: responding to a trigger operation on a set display trigger control, randomly determining a preset set of characters from a preset character range, and displaying the preset character set; wherein, the preset character range is based on the alternative character configuration in the game account corresponding to our character.
[0241] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the settlement method of the aforementioned turn-based game by executing the machine-executable instructions: in response to the character acquisition operation, a first character is determined from a preset character set, and the first character is displayed in the character position in the game scene. The preset character set includes: selectable characters corresponding to our characters; the character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; the character control parameters include: the parameters of the character unit parameters of our characters in the game scene.
[0242] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing these machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: In response to a character acquisition operation, determine a first character from a preset character set and display the first character in the character position of the game scene; wherein, the preset character set includes: selectable characters corresponding to our character, and the number of times the selectable characters have been acquired, and the number of times the first character has been acquired is less than a specified threshold; add the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; the character control parameters include: the sum of the parameters of the character unit parameters of our characters in the game scene.
[0243] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing the machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: update the selectable characters in the preset character set; in response to the character acquisition operation, and if the preset character acquisition conditions are met, continue to execute the step of acquiring the first character from the preset character set; wherein, the character acquisition conditions include at least one of the following: there are selectable characters in the updated preset character set, the number of times the selectable characters in the updated preset character set have been acquired is less than a specified acquisition number threshold, there are idle character positions in the game scene, and the updated character control parameters do not exceed the preset parameter threshold.
[0244] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operation in the settlement method of the aforementioned turn-based game: deleting the first character from the preset character set; wherein the preset character set has a specified number of selectable characters, and each selectable character has one chance to be acquired.
[0245] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the settlement method of the aforementioned turn-based game by executing the machine-executable instructions: updating the number of times the first character in the preset character set has been acquired; wherein the preset character set has a specified number of selectable characters, and each selectable character has a specified threshold number of times it has been acquired.
[0246] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing the machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: display an information viewing panel in a graphical user interface, the information viewing panel including the character identifier of our character; and, in response to a trigger operation on the first identifier in the information viewing panel, display the character information of our character corresponding to the first identifier.
[0247] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: displaying our character in the game scene; if there is a first character in a specified state, controlling the first character to leave the scene area to which our character belongs; wherein, the specified state is used to indicate that: during the battle phase, the first character is not our character.
[0248] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the settlement method of the aforementioned turn-based game: count the number of characters set to a specified state in the historical game process of the target game; if the number of characters is less than a preset threshold, control the first character to appear in the scene area belonging to the enemy character; the first character transforms into an enemy character and responds to the enemy's combat commands; if the number of characters reaches the preset threshold, control the first character to leave the game scene.
[0249] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: entering the battle phase of the target game match, determining the command acquisition target from among our characters, and displaying the prompt icon corresponding to the command acquisition target; responding to the command input operation for the command acquisition target, and generating our combat command corresponding to the command acquisition target.
[0250] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: displaying a skill control for the candidate skills of the instruction acquisition object; responding to a trigger operation on the skill control; determining the target skill of the instruction acquisition object; responding to an attack target selection operation; determining the attack target of the target skill from among the enemy characters; and generating our own combat instructions based on the target skill and the attack target.
[0251] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the settlement method of the aforementioned turn-based game by executing the machine-executable instructions: determining the first instruction acquisition target according to a preset order; after a player generates a combat instruction for an instruction acquisition target, determining the updated instruction acquisition target from among the player characters who have never generated a player combat instruction, until all player characters have generated the corresponding player combat instruction.
[0252] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the settlement method of the aforementioned turn-based game: obtain the preset combat parameters of our character, and generate our character's combat commands based on the preset combat parameters.
[0253] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: in response to the triggering operation of a specified control, display the skill setting window corresponding to our character; display the selectable skills of our character in the skill setting window; in response to the selection operation of the selectable skill, obtain the target skill of our character, and generate our combat command based on the target skill of our character.
[0254] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the settlement method of the aforementioned turn-based game: in response to the triggering operation of the character capture item, determine the candidate capture characters and display the capture probability information of the candidate capture characters; in response to the selection operation of the second character among the candidate capture characters, generate the player's battle command to capture the second character.
[0255] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing the machine-executable instructions, perform the following operations in the settlement method of the aforementioned turn-based game: in response to a trigger operation on the capture control, display candidate capture items; in response to a trigger operation on the first item among the candidate capture items, determine the candidate capture character and display the capture probability information of the first item for the candidate capture character; wherein, the capture probability information is determined based on the item parameters of the first item, the character parameters of our character, and the character parameters of the candidate capture character.
[0256] The computer program product of the turn-based game settlement method, apparatus, electronic device and storage medium provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0257] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0258] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0259] If the aforementioned functions are implemented as 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 this invention, essentially, 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 described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0260] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0261] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A settlement method for a turn-based game, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface displays the game scene of the target game match; the method includes: Displays the character control parameters for the current round; wherein, the character control parameters are used to control the friendly characters that can participate in the battle in the current round; In response to a role acquisition operation, a first role is acquired, and the role control parameters are updated based on the role unit parameters of the first role. If the updated role control parameters do not exceed a preset parameter threshold, the first role is added as an allied role. If the updated role control parameters exceed the preset parameter threshold, the allied role is not added. Obtain our combat commands; wherein, the our combat commands are used to: control our characters in the game scene to perform combat operations during settlement; Based on our combat commands and the enemy combat commands corresponding to the enemy characters in the target game, the current round is settled to obtain the round settlement result; The step of obtaining the first role in response to the role acquisition operation includes: In response to a trigger operation targeting the character acquisition control, a first character is randomly selected from a preset character set; wherein, the preset character set includes: optional characters corresponding to our character.
2. The method according to claim 1, characterized in that, The method further includes: If the updated character control parameters exceed the preset parameter threshold, the first character is displayed in the game scene and set to a specified state; the specified state is used to indicate that the first character is not a friendly character during the battle phase.
3. The method according to claim 1, characterized in that, The method further includes: If the updated character control parameters exceed the preset parameter threshold, it is determined that the acquisition of the first character has failed, and a prompt message indicating that the acquisition of the first character has failed is displayed.
4. The method according to claim 1, characterized in that, The steps for displaying the character control parameters corresponding to the current round include: entering the character acquisition phase of the target game and displaying the character control parameters corresponding to the current round. The method further includes: in the character acquisition phase, the game scene includes the player character and multiple character positions; the character positions are used to place the player character acquired in the character acquisition phase.
5. The method according to claim 1, characterized in that, The step of obtaining the first role in response to the role acquisition operation includes: In response to a trigger operation on the collection display trigger control, a preset set of roles is displayed; the preset set of roles includes: selectable roles corresponding to our roles; In response to the selection operation of the first character among the optional characters, the first character is obtained.
6. The method according to claim 5, characterized in that, The steps for responding to a trigger operation on a collection display trigger control and displaying a preset collection of characters include: In response to a trigger operation on the set display trigger control, a preset set of characters is randomly determined from a preset set of characters, and the preset set of characters is displayed; wherein, the preset set of characters is based on the alternative character configuration in the game account corresponding to the player's character.
7. The method according to claim 1, characterized in that, The steps of obtaining a first character in response to a character acquisition operation, and updating the character control parameters based on the character unit parameters of the first character, include: In response to a character acquisition operation, a first character is determined from a preset character set and displayed in the character position of the game scene; the preset character set includes: selectable characters corresponding to the player's character; The character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; the character control parameters include: the parameters of the character unit parameters of the friendly character in the game scene.
8. The method according to claim 1, characterized in that, The steps of obtaining a first character in response to a character acquisition operation, and updating the character control parameters based on the character unit parameters of the first character, include: In response to a character acquisition operation, a first character is determined from a preset character set and displayed in the character position of the game scene; wherein, the preset character set includes: selectable characters corresponding to the player's character, and the number of times the selectable characters have been acquired; the number of times the first character has been acquired is less than a specified threshold. The character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; the character control parameters include: the parameters of the character unit parameters of the friendly character in the game scene.
9. The method according to claim 1, characterized in that, Following the steps of obtaining a first character in response to a character acquisition operation, and updating the character control parameters based on the character unit parameters of the first character, the method further includes: Update the selectable characters in the preset character set; In response to the character acquisition operation, and if the preset character acquisition conditions are met, the step of acquiring the first character from the preset character set continues; The character acquisition conditions include at least one of the following: there are selectable characters in the updated preset character set; the number of times the selectable characters in the updated preset character set have been acquired is less than a specified acquisition number threshold; there are idle character positions in the game scene; and the updated character control parameters have not exceeded the preset parameter threshold.
10. The method according to claim 1, characterized in that, In response to the character acquisition operation, after the step of acquiring the first character, the method further includes: Remove the first character from the preset character set; wherein the preset character set has a specified number of optional characters, and each optional character has one opportunity to be acquired.
11. The method according to claim 1, characterized in that, In response to the character acquisition operation, after the step of acquiring the first character, the method further includes: Update the number of times the first character in the preset character set has been acquired; wherein the preset character set has a specified number of optional characters, and each optional character has a specified threshold number of times it has been acquired.
12. The method according to claim 1, characterized in that, In response to the character acquisition operation, after the step of acquiring the first character, the method further includes: An information viewing panel is displayed in the graphical user interface, and the information viewing panel includes the role identifier of the player's character. In response to a trigger operation on the first identifier in the information viewing panel, the role information of our character corresponding to the first identifier is displayed.
13. The method according to claim 1, characterized in that, Before the step of obtaining our combat instructions, the method further includes: Display the player's character in the game scene; If a first character exists in a specified state, control the first character to leave the scene area belonging to the friendly character; wherein, the specified state is used to indicate that: during the combat phase, the first character is not a friendly character.
14. The method according to claim 13, characterized in that, If a first character exists in a specified state, the step of controlling the first character to leave the scene area belonging to the friendly character includes: The number of characters set to the specified state in the historical game process of the target game is counted; If the number of characters is less than a preset threshold, the first character is controlled to be displayed in the scene area where the enemy character belongs, the first character is transformed into the enemy character, and responds to the enemy's combat commands; If the number of characters reaches a preset threshold, the first character is controlled to leave the game scene.
15. The method according to claim 1, characterized in that, The steps to obtain our combat commands include: Upon entering the combat phase of the target game match, identify the command acquisition target from among the player's characters and display the corresponding prompt icon for the command acquisition target; In response to the instruction input operation for the instruction acquisition object, generate the friendly combat instruction corresponding to the instruction acquisition object.
16. The method according to claim 15, characterized in that, The step of generating a friendly combat command corresponding to the command acquisition object in response to a command input operation for the command acquisition object includes: Displays a skill control for the candidate skills of the object to be acquired by the instruction, responds to a trigger operation on the skill control, and determines the target skill of the object to be acquired by the instruction; In response to the attack target selection operation, the target of the target skill is determined from the enemy characters; Based on the target skill and the attack target, generate our combat commands.
17. The method according to claim 15, characterized in that, The step of determining the instruction to obtain the object from the aforementioned our role includes: The first instruction to retrieve the target is determined according to a preset order; Once a combat command for the target of the command acquisition is generated, an updated target of the command acquisition is determined from among the allied characters who have never generated the command, until all allied characters have generated the corresponding combat command.
18. The method according to claim 1, characterized in that, The steps to obtain our combat commands include: Obtain the preset combat parameters of the allied character, and generate the allied combat commands for the allied character based on the preset combat parameters.
19. The method according to claim 18, characterized in that, The steps for obtaining the preset combat parameters of the player character include: In response to a trigger operation of a specified control, the skill settings window corresponding to the player character is displayed; the skill settings window displays the player character's selectable skills; In response to the selection of the optional skill, obtain the target skill of the player character, and generate the player character's combat command based on the target skill of the player character.
20. The method according to claim 1, characterized in that, The steps to obtain our combat commands include: In response to the triggering operation of the character capture item, identify the candidate capture characters and display the capture probability information of the candidate capture characters; In response to the selection of the second character among the candidate capture characters, generate a friendly combat command to capture the second character.
21. The method according to claim 20, characterized in that, The steps of determining candidate capture characters and displaying capture probability information of the candidate capture characters in response to the triggering operation of a character capture item include: In response to a trigger action on the capture control, display alternative capture items; In response to a trigger operation on the first item among the candidate capture items, a candidate capture character is determined, and the capture probability information of the first item for the candidate capture character is displayed; wherein, the capture probability information is determined based on the item parameters of the first item, the character parameters of the player character, and the character parameters of the candidate capture character.
22. A settlement device for a turn-based game, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface displays the game scene of the target game session; the device includes: The first display module is used to display the character control parameters corresponding to the current round; wherein, the character control parameters are used to control the friendly characters that can participate in the battle in the current round; The first determining module is used to respond to a role acquisition operation, acquire a first role, and update the role control parameters based on the role unit parameters of the first role; wherein, if the updated role control parameters do not exceed a preset parameter threshold, the first role is added as an allied role; if the updated role control parameters exceed the preset parameter threshold, the allied role is not added. The first acquisition module is used to acquire our combat commands; wherein, the our combat commands are used to: control our characters in the game scene to perform combat operations during settlement; The first settlement module is used to settle the current round based on the friendly combat command and the enemy combat command corresponding to the enemy character in the target game, and obtain the round settlement result; The first determining module is used to respond to the trigger operation of the role acquisition control and randomly select a first role from the preset role set; wherein, the preset role set includes: optional roles corresponding to our role.
23. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the settlement method of the turn-based game according to any one of claims 1-21.
24. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the settlement method for a turn-based game as described in any one of claims 1-21.
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