Round game settlement method, device and electronic equipment
Patent Information
- Application Number
- CN202310772193.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-27
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2043-06-27
AI Technical Summary
如果在对局过程中,玩家想要调整我方的作战角色,则需要在某一个回合针对我方的作战角色执行角色调整操作,一个回合内只能调整一个作战角色,且该回合内玩家无法下发作战指令
[0011]上述回合制游戏的结算方法、装置和电子设备,响应于第一触发事件,进入目标游戏对局的角色调整阶段,获取角色调整指令;在第一终端设备显示的游戏场景中,基于角色调整指令更新显示我方角色;响应于角色调整阶段的结束,基于角色调整指令,对我方角色进行结算,得到我方角色的角色结算结果;在控制敌方角色的第二终端设备显示的游戏场景中,显示角色结算结果对应的我方角色;响应于第二触发事件,进入目标游戏对局的战斗阶段,针对角色结算结果对应的我方角色,获取战斗指令;响应于战斗阶段的结束,基于战斗指令进行战斗结算,得到战斗结算结果。该方式中,回合制游戏中包括角色调整阶段和战斗阶段,角色调整阶段结束后进行结算,从而确定参与后续战斗阶段的角色,在战斗阶段结束后再次继续结算,从而确定战斗结算结果;该方式可以在角色调整阶段按照玩家需求调整角色,在战斗阶段对结算后的角色发出战斗指令,这种调整角色的方式操作便捷,且调整角色的操作不影响后续的战斗指令的下发,提高了回合制游戏的游戏体验,并且有效降低终端设备的电量消耗,也有效降低了服务器的性能开销。
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Figure CN117018620B_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, a match consists of multiple rounds, with various combat characters participating in the battle. At the start of each round, the combat characters must be determined before players can issue commands. If a player wants to adjust their combat character during the match, they must perform the adjustment operation within a specific round; only one character can be adjusted per round, and no commands can be issued during that round. Adjusting multiple characters requires performing the adjustment operation over multiple rounds. This cumbersome process negatively impacts match results, leading to a poor gaming experience. Furthermore, the multiple rounds prolong match time, increase battery consumption on devices, and raise server performance requirements. 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 ease of operation of adjusting characters without affecting the issuance of subsequent combat commands, improve the game experience of turn-based games, and effectively reduce the power consumption of terminal devices and the performance overhead of servers.
[0004] In a first aspect, embodiments of the present invention provide a settlement method for a turn-based game, the method comprising: responding to a first triggering event, entering a character adjustment phase of a target game match and obtaining a character adjustment instruction; updating and displaying our own character in a game scene displayed on a first terminal device based on the character adjustment instruction; responding to the end of the character adjustment phase, settling accounts for our own character based on the character adjustment instruction to obtain a character settlement result for our own character; displaying our own character corresponding to the character settlement result in a game scene displayed on a second terminal device controlling an enemy character; responding to a second triggering event, entering a battle phase of the target game match and obtaining a battle instruction for our own character corresponding to the character settlement result; responding to the end of the battle phase, performing battle settlement based on the battle instruction to obtain a battle settlement result.
[0005] Secondly, embodiments of the present invention provide another settlement method for turn-based games. The method includes: in response to a first triggering event, entering the character adjustment phase of a target game match, and sending a first-phase instruction to multiple clients corresponding to the target game match; the first-phase instruction is used to: control the clients to display the game screen of the character adjustment phase; the target game match includes multiple participating characters, and the participating characters are controlled by the corresponding clients; in the character adjustment phase, receiving the character adjustment instruction sent by the clients; in response to the end of the character adjustment phase, based on the character adjustment instruction received in the character adjustment phase, settling accounts for the multiple participating characters in the target game match to obtain a character settlement result; sending the character settlement result to multiple clients; the character settlement result is used to: control the clients to display the multiple participating characters according to the character settlement result; in response to a second triggering event, entering the battle phase of the target game match, and sending a second-phase instruction to multiple clients corresponding to the target game match; the second-phase instruction is used to: control the clients to display the game screen of the battle phase; in the battle phase, receiving the battle instruction sent by the clients; in response to the end of the battle phase, performing battle settlement based on the battle instruction to obtain a battle settlement result.
[0006] Thirdly, embodiments of the present invention provide a settlement device for a turn-based game. The device includes: a first instruction acquisition module, configured to, in response to a first triggering event, enter the character adjustment phase of the target game and acquire a character adjustment instruction; update and display our character in the game scene displayed on a first terminal device based on the character adjustment instruction; a first settlement module, configured to, in response to the end of the character adjustment phase, settle our character based on the character adjustment instruction to obtain a character settlement result for our character; and display our character corresponding to the character settlement result in the game scene displayed on a second terminal device controlling the enemy character; a second instruction acquisition module, configured to, in response to a second triggering event, enter the battle phase of the target game and acquire a battle instruction for our character corresponding to the character settlement result; and a second settlement module, configured to, in response to the end of the battle phase, perform battle settlement based on the battle instruction to obtain a battle settlement result.
[0007] Fourthly, embodiments of the present invention provide another settlement device for turn-based games. The device includes: a character adjustment phase control module, configured to, in response to a first trigger event, enter the character adjustment phase of a target game match and send first phase instructions to multiple clients corresponding to the target game match; the first phase instructions are used to: control the clients to display the game screen of the character adjustment phase; the target game match includes multiple participating characters, each controlled by a corresponding client; and a character settlement module, configured to, during the character adjustment phase, receive character adjustment instructions sent by the clients; and, in response to the end of the character adjustment phase, based on the character adjustment instructions received during the character adjustment phase, perform settlement on... The system performs settlements for all participating characters in the target game, obtaining character settlement results; it then sends these results to multiple clients. These settlement results are used to control the clients to display the participating characters according to the settlement results. A battle phase control module, in response to a second trigger event, enters the battle phase of the target game and sends second-phase instructions to the multiple clients corresponding to the target game. These second-phase instructions are used to control the clients to display the game screen for the current battle phase. A battle settlement module, during the battle phase, receives battle instructions from the clients; and upon the end of the battle phase, performs battle settlement based on the battle instructions to obtain the battle settlement result.
[0008] Fifthly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described turn-based game settlement method.
[0009] In a sixth aspect, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described turn-based game settlement method.
[0010] The embodiments of the present invention bring the following beneficial effects:
[0011] The aforementioned settlement method, device, and electronic device for turn-based games, in response to a first triggering event, enter the character adjustment phase of the target game match and obtain character adjustment instructions; in the game scene displayed on the first terminal device, update and display our own character based on the character adjustment instructions; in response to the end of the character adjustment phase, settle the score for our own character based on the character adjustment instructions to obtain the character settlement result for our own character; in the game scene displayed on the second terminal device controlling the enemy character, display the our own character corresponding to the character settlement result; in response to a second triggering event, enter the battle phase of the target game match, obtain battle instructions for the our own character corresponding to the character settlement result; in response to the end of the battle phase, perform battle settlement based on the battle instructions to obtain the battle settlement result. In this method, turn-based games include a character adjustment phase and a battle phase. After the character adjustment phase ends, a settlement is performed to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient to operate, and the operation of adjusting characters does not affect the issuance of subsequent battle commands, which improves the game experience of turn-based games and effectively reduces the power consumption of terminal devices and the performance overhead of servers.
[0012] 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.
[0013] 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
[0014] 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.
[0015] Figure 1 A flowchart illustrating a settlement method for a turn-based game, provided as an embodiment of the present invention;
[0016] Figure 2 A schematic diagram of a role control parameter provided in an embodiment of the present invention;
[0017] Figure 3This is a schematic diagram illustrating a method for viewing character information according to an embodiment of the present invention;
[0018] Figure 4 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.
[0019] Figure 5 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.
[0020] Figure 6 A schematic diagram illustrating the operation of a single / double turn-based game, provided as an embodiment of the present invention;
[0021] Figure 7 A schematic diagram illustrating the convenient use of a prop, provided as an embodiment of the present invention;
[0022] Figure 8 A flowchart illustrating another settlement method for a turn-based game provided in an embodiment of the present invention;
[0023] Figure 9 A schematic diagram illustrating the multi-party interaction of a settlement method for a turn-based game provided in an embodiment of the present invention;
[0024] 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;
[0025] Figure 11 A schematic diagram of the structure of another turn-based game settlement device provided in an embodiment of the present invention;
[0026] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0027] 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.
[0028] In turn-based games using related technologies, during a turn, a player issues a battle command. The server then collects the battle commands from all players participating in that turn within a certain time. If a player does not receive a command within the allotted time, the server assigns a default battle command to the character who did not receive a command. The server then performs a turn settlement based on the attribute and skill data of each character in the turn, obtains the turn's battle result, and sends the result back to the client. The client then plays a battle animation based on the turn's battle result and displays the final battle result.
[0029] In the client, after the battle animation ends, a battle playback end command is sent to the server. Once the server receives the end command from all players' clients, it will notify all clients that they can continue to the next round of command operations.
[0030] Within a turn, each action has a subject, meaning the object of the action needs to be determined from the context. For example, our character A uses spell 'a' to attack enemy character B, or player A prepares to control our character B to enter the field. These actions all have specific objects.
[0031] Before entering battle, players need to configure their characters. If they need to adjust their characters during battle, they must do so one character per turn, during which no battle commands can be issued. If players want to adjust multiple characters, they need to perform the adjustment operation over multiple turns. This method of character adjustment is cumbersome and affects the game's outcome, resulting in a negative gaming experience for players.
[0032] Based on the above, 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.
[0033] In one embodiment of this disclosure, the turn-based game settlement method can run on a local terminal device or a server. When the turn-based game settlement 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 client devices.
[0034] 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's execution and the game screen presentation are separated. The storage and execution of the settlement method in turn-based games are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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.
[0035] 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.
[0036] In one possible implementation, this invention provides a settlement method for a turn-based game, providing a graphical user interface (GUI) via a first terminal device. The first terminal device can be either a local terminal device or a client device within a cloud interaction system. The GUI displays the game scene of the target game match; the game scene includes player characters and enemy characters, with player characters controlled via the first terminal device. Players can issue various operation commands to their player characters via the first terminal device, such as character adjustment commands and combat commands. In the game scene, the aforementioned player characters can include one or more game characters, and the enemy characters can also include one or more game characters. When the game match involves two players, the aforementioned enemy characters are controlled by the same player; when the game match involves three or more players, the aforementioned enemy characters are controlled by different players.
[0037] 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 1As shown, the settlement method for this turn-based game can be executed by a terminal device, a server, or both. A client is installed on the terminal device. For a single game match, there are typically multiple player parameters, each player logging into the client through a terminal device. A graphical user interface (GUI) is displayed on each terminal device, which can be either the aforementioned local terminal device or the aforementioned client device. The GUI displays the game scene of the target game match. In one example, for player A, the game scene includes a player character and an enemy character. The player character is the character belonging to player A's game account and is controlled through a first terminal device; the first terminal device is the terminal device operated by player A, and the enemy character is the character belonging to player B's game account and is controlled through a second terminal device. The settlement method for the above turn-based game includes the following steps:
[0038] Step S102: In response to the first triggering event, enter the character adjustment phase of the target game and obtain the character adjustment command;
[0039] A game match typically consists of multiple rounds. In this embodiment, a round includes a character adjustment phase and a combat phase, with each phase being resolved once. Alternatively, in this embodiment, the character adjustment phase is considered the first round, and the combat phase is considered the second round, with each round being resolved once. In a game match, the first and second rounds alternate.
[0040] The aforementioned first triggering event can include the start of a game or the completion of the previous round's calculations. After the first triggering event occurs, the game enters a character adjustment phase, displaying relevant information about this phase in the graphical user interface to indicate the player's current stage. During the character adjustment phase, players can perform character adjustment operations and issue character adjustment commands through their first terminal device. These commands can include adding, deleting, or replacing characters. Players can issue character adjustment commands by manipulating the character model in the game scene or by operating relevant controls in the graphical user interface through their first terminal device.
[0041] In one example, the character condition command can be a character acquisition command. Players can acquire characters from the character set through the first terminal device and use the acquired characters as new friendly characters. In this embodiment, a character acquisition command can acquire one or more characters. Alternatively, during the aforementioned character adjustment phase, players can issue one or more character adjustment commands through the first terminal device. Each character adjustment command is used to acquire one or more characters.
[0042] Step S104: In the game scene displayed on the first terminal device, update and display our characters based on the character adjustment command;
[0043] Before the character adjustment phase is settled, after a player issues a character adjustment command, the character displayed on the first terminal device changes accordingly. However, it should be noted that since this is still the time period when the player issued the character adjustment command, the character adjustment phase has not yet been settled. Therefore, on the terminal devices of other players, the character status of the character corresponding to the first terminal device before the aforementioned character adjustment command was issued is still displayed.
[0044] When a player issues a character adjustment command through a primary terminal device, the player's character changes accordingly within the game scene on that device. For example, if the command is to acquire a character, the newly acquired character will be displayed in the area where the player's character is located. Conversely, if the command is to delete a character, the deleted character will be removed from the game scene.
[0045] Step S106: In response to the end of the character adjustment phase, based on the character adjustment command, a settlement is performed on our character to obtain the character settlement result of our character; in the game scene displayed on the second terminal device controlling the enemy character, the character corresponding to the character settlement result is displayed on our character.
[0046] The settlement process can be completed by the game server. The game server can receive character adjustment instructions for friendly characters from a first terminal device, and character adjustment instructions for enemy characters from a second terminal device. The character adjustment phase can be preset for a time period, and the character adjustment phase ends when that time period ends. Alternatively, players can send end-phase requests via controls. When the server receives end-phase requests from all players in the round, it confirms that the character adjustment phase has ended.
[0047] For our characters, the server can perform a settlement based on the character adjustment command obtained from the first terminal device. During the settlement process, the server calculates the adjusted characters in the game scene according to the character adjustment command. For example, if the character adjustment command is a character acquisition command, which includes the character information of the acquired character, then the acquired character will be added to our character list during the settlement process. After the settlement is completed, the characters included in our character's final result will be our characters participating in subsequent combat phases.
[0048] In order to facilitate the enemy player's actions against our character during the battle phase, the server displays the corresponding our character's character's character's character's character's settlement result in the game scene displayed on the second terminal device controlling the enemy character.
[0049] Similarly, during the character adjustment phase, when an enemy player issues a character adjustment command via a second terminal device, the enemy character is only updated and displayed on the second terminal device based on that command. The first terminal device still displays the enemy character's state before the start of the character adjustment phase.
[0050] After the character adjustment phase ends, the server, based on the character adjustment instructions received from the second terminal device, settles the scores for the enemy characters. During the settlement process, the server calculates the enemy characters in the game scene according to the character adjustment instructions, thus obtaining the adjusted enemy characters. For example, if the character adjustment instruction is a character acquisition instruction, this instruction includes the character information of the acquired character. Therefore, during the settlement process, the acquired character is added to the enemy character list. After the settlement, the enemy characters included in the final enemy character list will be the enemy characters participating in subsequent battle phases.
[0051] Step S108: In response to the second triggering event, enter the battle phase of the target game match and obtain battle commands for the player character corresponding to the character settlement result;
[0052] The second triggering event can be understood as follows: after the character's settlement is completed in the aforementioned steps, and the second terminal device displays the settlement result for our character, while the first terminal device displays the settlement result for the enemy character, the battle phase can begin. Additionally, after the character's settlement is complete, relevant character animations can be played on both the first and second terminal devices. After the animations finish playing, the second triggering event is triggered, initiating the battle phase.
[0053] Once the battle phase begins, relevant information about that phase can be displayed in the graphical user interface to indicate the player's current stage. For the player's own character, battle commands can be issued via the primary terminal device. Specifically, the player can use controls displayed in the graphical user interface to determine their character's combat items, spells, and other combat methods. By triggering enemy characters in the game scene, the player's character's combat target is determined. Based on the combat method and target, battle commands are generated. In practice, the combat method can be the default, eliminating the need for player selection; alternatively, the combat target can be a default or random target, also eliminating the need for player target selection.
[0054] When your party consists of multiple characters, you can issue battle commands to each character individually according to a preset character order. Alternatively, you can control all or some of your characters and issue battle commands uniformly.
[0055] Step S110: In response to the end of the battle phase, perform battle settlement based on the battle command to obtain the battle settlement result.
[0056] The aforementioned battle phase can be preset for a time period, and the battle phase ends when that time period expires. Alternatively, players can use controls to request the end of a phase; the server determines the end of a battle phase when it receives end-of-phase requests from all players in the round.
[0057] For our character, the server can perform a settlement based on the battle commands received from the first terminal device. During the settlement process, the server calculates the character attributes of our character and the target character based on the battle commands to obtain the battle result for our character. Similarly, the server can perform a settlement for the enemy character based on the battle commands received from the second terminal device. During the settlement process, the server calculates the character attributes of the enemy character and the target character based on the battle commands to obtain the battle result for the enemy character.
[0058] After obtaining the battle results, they can be displayed in the game scene on both the first and second terminal devices. The server can also send the calculated battle results to both devices, allowing them to play battle animations and display the results in the game scene.
[0059] The settlement method for the aforementioned turn-based game involves the following steps: In response to the first triggering event, the game enters the character adjustment phase of the target game and obtains a character adjustment command; in the game scene displayed on the first terminal device, the player's character is updated and displayed based on the character adjustment command; in response to the end of the character adjustment phase, the game is settled based on the character adjustment command to obtain the character settlement result; in the game scene displayed on the second terminal device controlling the enemy character, the player's character corresponding to the character settlement result is displayed; in response to the second triggering event, the game enters the battle phase of the target game and obtains a battle command for the player's character corresponding to the character settlement result; in response to the end of the battle phase, the game is settled based on the battle command to obtain the battle settlement result. In this method, turn-based games include a character adjustment phase and a battle phase. After the character adjustment phase ends, a settlement is performed to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient to operate, and the operation of adjusting characters does not affect the issuance of subsequent battle commands, which improves the game experience of turn-based games and effectively reduces the power consumption of terminal devices and the performance overhead of servers.
[0060] In one implementation, the aforementioned character adjustment command is a character acquisition command, which can be used to increase the number of our characters. Specifically, in response to the character acquisition operation, a first character is acquired, and a character adjustment command is generated based on the first character.
[0061] The character acquisition operation can be triggered by a character acquisition control. When acquiring the first character, it can be obtained from the characters in the game system, or it can be obtained from a pre-set set of characters. This pre-set set of characters includes selectable characters corresponding to the player's character. In one method, when the player triggers the character acquisition control, the first character can be randomly acquired from the pre-set set of characters, or a small window can be displayed showing selectable characters from the pre-set set. The player can then select one of the selectable characters as the first character. This pre-set set of characters can be configured by the game system or it can be a set of characters collected by the player's game account.
[0062] To ensure fairness in gameplay, it's necessary to limit the number of friendly characters a player can acquire in a single round or match. One approach involves displaying the character control parameters for the current round; these parameters control the available friendly characters for that round. 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 player's team; otherwise, the updated character control parameters do not exceed the preset threshold, and no new friendly characters are added.
[0063] The aforementioned character control parameters are used to control the friendly characters who can participate in the battle in the current round. For example, each game round sets a preset parameter threshold for the character control parameters for each side's characters. At the same time, each friendly character also has a parameter value corresponding to the character control parameters, which is the character unit parameter.
[0064] 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.
[0065] In this step, after the first trigger event occurs, the character adjustment phase begins, displaying the character control parameters for the current round. Here, the character control parameters for the current round are related to the unit parameters of our characters in the game scene. If the current round is the first round of the game, 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 unit parameters of all our characters in the game scene, or the unit parameters of command-type characters among our characters.
[0066] The aforementioned role acquisition operation can be an operation performed on a specified control in the graphical user interface. Touching the specified control triggers the role acquisition operation. Alternatively, the role acquisition operation can be a selection operation performed on the first role or the role identifier of the first role.
[0067] The preset character set stores the selectable characters carried by the game account corresponding to our character. These selectable characters can be chosen as our characters. The first character mentioned above is the character our character obtains from the preset character set in the current round. The character unit parameter mentioned above is the parameter value corresponding to the character control parameter of our character. The size of the character unit parameter is determined according to the attributes of our character, such as skills and damage capabilities.
[0068] The aforementioned preset parameter thresholds are the thresholds for character control parameters set in advance for the current round. They may be related to the level of the game account participating in the game. The preset parameter thresholds for each game account in the current round may be the same or different.
[0069] Here, after executing the character acquisition operation, our characters can obtain a first character 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 first character acquisition fails, or the first character is acquired in the game scene but does not become our character; for example, it becomes an enemy character, or it leaves the game scene.
[0070] 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 of the current tier 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.
[0071] 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.
[0072] In this method, players can determine which of their characters should enter the battle phase by comparing the updated character control parameters with preset parameter thresholds, thus adding a certain degree of strategy to the game.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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 battle phases. Since the character adjustment phase has not yet been resolved, 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. This specified state can be displayed in ways such as increased transparency, darkened color, or surrounded by particle effects.
[0078] 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.
[0079] 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.
[0080] The following embodiments provide a way to obtain the first role.
[0081] During the role adjustment phase, a role acquisition control is displayed in the graphical user interface; in response to a trigger operation on the role acquisition control, a first role is randomly selected from the preset role set; the preset role set includes: the selectable roles corresponding to our role.
[0082] For example, each time the character acquisition control is triggered, a first character is randomly selected from a 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.
[0083] In another approach, during the role adjustment phase, a set display trigger control for a preset set of roles is displayed in the graphical user interface; in response to a trigger operation on the set display trigger control, the 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 obtained.
[0084] When the collection display trigger control is triggered, a character display window can be displayed in the graphical user interface. This window shows selectable characters from a preset character set. Players can select the first character by clicking, swiping, or double-clicking, and then update the character's control parameters. When the condition is met, players can select multiple first characters.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] The following examples provide a specific implementation method for updating role control parameters.
[0089] Add the character unit parameters of the first character to the character control parameters to obtain the updated character control parameters; the character control parameters include: the parameters of the character units of our characters in the game scene.
[0090] The character unit parameters and character control parameters of the first character are summed to obtain the updated character control parameters. Here, "our characters" includes: all our characters surviving in the game before the current turn, and the first character acquired in the current turn.
[0091] 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.
[0092] In another approach, the preset character set includes: the available characters corresponding to our character, and the number of times the available characters have been acquired; 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; wherein, 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.
[0093] In one example, a threshold for the number of times each optional character can be acquired can be preset, for example, 3 times, meaning that each optional character can be acquired 3 times in the target game. The preset character set records the number of times each optional character is acquired; if the number of acquisitions reaches the threshold, the first character is determined from the optional characters whose acquisitions are lower than the specified threshold.
[0094] In one gameplay mode, after acquiring the first character, the available characters in the preset character set can be updated; for example, the first character can be removed from the preset character set, or the number of times the first character has been acquired can be updated.
[0095] 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.
[0096] 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 selected from the selectable characters 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.
[0097] 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.
[0098] 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.
[0099] When there are still available character slots in the game scene, you can continue to select a character from the remaining 5 selectable characters in the preset character set as the first character, add the character unit parameters of the first character to the character control parameters, and update the character control parameters again.
[0100] 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.
[0101] 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.
[0102] In one approach, the game match to which the current round belongs includes multiple game rounds; at the start of the game match, there is a specified number of selectable characters in the preset set, and after obtaining the first character from the preset character set, the first character can also be deleted from the preset character set.
[0103] In other words, at the start of a game, there is a specified number of selectable characters in the preset 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. When acquiring the next first character, it is obtained from the preset character set after the removal of the first character.
[0104] 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 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 responded to, available roles whose acquisition count has reached the acquisition threshold will no longer be acquired as the first role.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] During the character adjustment phase, the player issues a character adjustment command through the first terminal device. At the same time, on the first terminal device, the player's character in the game scene is adjusted according to the character adjustment command. However, during this process, on the second terminal device corresponding to the enemy character, the player's character is not adjusted. That is, the player's character remains in the state before the start of the character adjustment phase.
[0112] Specifically, in response to a character adjustment command, a first character is obtained, and a first character model corresponding to the first character is displayed in the game scene displayed on the first terminal device; wherein, the first character model has an untriggerable attribute; our character is controlled through the first terminal device; the game scene is displayed in the graphical user interface provided by the first terminal device.
[0113] In this scenario, the character adjustment command is to acquire the first character. To respond instantly to the player's command, the first character model is displayed in the game scene on the first terminal device. However, the server does not perform any settlement for the first character at this time, and the first character is not displayed on the enemy's second terminal device. Furthermore, the aforementioned first character model is different from the character of the first character participating in the subsequent combat phase. This first character model has an untriggerable attribute and cannot be selected or clicked by the player. It also does not have combat attribute parameters, such as health points or combat ability values. This first character model is only used to display the appearance of the first character.
[0114] Furthermore, once the first character is determined to be in a specified state, the corresponding first character model is displayed; a status indicator indicating that the first character is in the specified state is displayed, or the corresponding first character model is displayed in a first display format. As can be seen from the foregoing embodiments, the first character in the specified state cannot be used as a player character and cannot be a parameter in subsequent battle phases. In this case, a status indicator or a first display format is needed to prompt the player. For example, the status indicator can be a text indicator such as "defection" or "invalid," or it can be a graphic indicator. The aforementioned first display format can be grayscale display, shadow display, semi-transparent display, etc.
[0115] When the character adjustment phase ends, the server retrieves the character adjustment instructions from that phase. Based on these instructions, it determines the allied characters participating in the battle phase and obtains the character settlement results for those characters. During the settlement process, the server can first retrieve the allied characters from before the character adjustment phase, and then adjust the number and type of those characters according to the adjustment instructions. For example, it can add a first character to the allied characters, replace character A with the first character, or delete character B, etc. After settlement, the server obtains the character settlement results for allied characters, which are then used to participate in subsequent battle phases.
[0116] Furthermore, after obtaining the character settlement results of our side, we determine that a first character is added to our side, and replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; in the game scene displayed on the second terminal device controlling the enemy character, the second character model of the first character is displayed.
[0117] It should be noted that after obtaining the character's settlement result, in order to participate in subsequent battle phases, the first character's first character model needs to be replaced with the first character's second character model. This second character model is displayed not only in the game scene of the first terminal device but also in the game scene of the second terminal device. The second character model has combat attribute data, such as the second character's health, attack power, speed, and defense; and the second character model has triggerable attributes, for example, by selecting the second character model on the first terminal device, combat commands can be set for the second character; additionally, on the second terminal device, the player can also select the second character model as the target of enemy players' attacks.
[0118] In actual implementation, the server can replace the first character model of the first character with the second character model of the first character. A preset animation can be played on the first or second terminal device, and the model replacement is achieved during the animation playback.
[0119] In one specific approach, the first character is set to a specified state, and the first character is controlled to leave the scene area belonging to our character.
[0120] If the first character leaves the area of the player's own character and goes to the area of the enemy's character, then in the enemy's area, the first character's first character model will be replaced and displayed as the first character's second character model. Alternatively, the first character's first character model can be replaced and displayed as the first character's second character model first, and then the first character's second character model can be controlled to leave the player's area and go to the enemy's area. If the first character leaves the game scene, the model replacement will not be necessary.
[0121] 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 becomes the enemy character's friendly 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.
[0122] 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.
[0123] 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.
[0124] The following embodiments provide a specific implementation method for obtaining our combat instructions.
[0125] Identify the target of command acquisition from our characters and display the corresponding prompt icon; respond to command input operations for the target and generate the corresponding combat command for our side.
[0126] The aforementioned command acquisition target is the object responding to our combat commands. The aforementioned 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 over, thereby generating combat commands. The aforementioned prompt indicators can be text, icons, prompt sounds, dynamic effects, etc., used to indicate the command acquisition target to the player. The aforementioned second trigger event can be triggered by the player's active operation, such as an operation applied to relevant controls in the graphical user interface; the second trigger event can also be automatically triggered after a specified time, for example, automatically triggering the entry into the combat phase after a preset time period ends upon entering the current round.
[0127] 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.
[0128] Specifically, the object to be retrieved by the instruction can be determined in the following way:
[0129] The first command acquisition target is determined from our characters in a preset order; after a combat command is generated for a character who has never generated a combat command, the next command acquisition target is determined from our characters who have never generated a combat command, until all our characters have generated their corresponding combat commands.
[0130] 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.
[0131] In practice, the first target for obtaining the command can be determined from our characters. After a combat command is generated that applies to our characters, the next target for obtaining the command can be randomly determined from 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.
[0132] 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.
[0133] Specifically, the generation of commands to obtain the corresponding friendly combat commands for the target can be done in the following way:
[0134] The system displays a skill control for the candidate skills of the target character, responds to a trigger operation on the skill control, determines the target skill of the target character, responds to an attack target selection operation, determines the attack target of the target skill from enemy characters, and generates combat commands based on the target skill and the attack target.
[0135] 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.
[0136] 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 combat command for that command acquisition target is automatically generated based on the target skill and the target.
[0137] The game can be played in either PVP (Player vs. Player) or PVE (Player vs. Environment) modes. 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 4 As shown.
[0138] 1) Entering the role adjustment phase;
[0139] Players control their characters to enter the game scene via terminal devices. After the animation displaying the words "Character Adjustment Phase" ends, the character adjustment 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.
[0140] 2) Players make their own decisions;
[0141] Based on the game strategy, players can choose to manually end the character adjustment phase or choose to obtain the first character from the preset character set.
[0142] 3) Obtain the first character from the preset character set;
[0143] 4) Determine the updated character control parameters.
[0144] 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.
[0145] 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 adjustment phase will be forcibly ended.
[0146] 6) When the updated character control parameters do not exceed the preset parameter threshold, the first character will be used as 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.
[0147] 7) Enter the battle phase.
[0148] 8) Manual / automatic target selection
[0149] 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.
[0150] 9) Determine if all allies or enemies have been defeated;
[0151] 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 adjustment 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 current round's combat phase.
[0152] 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.
[0153] When the game mode is PVP, the settlement process of a turn-based game is as follows: Figure 5 As shown.
[0154] Specifically, it includes the following steps:
[0155] 1) Match player A and player B;
[0156] 2) Players make their own decisions;
[0157] The game enters the character selection 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 game to acquire their first character, or they can choose to continue acquiring a first character from the pre-set character set.
[0158] It should be noted that each time a player obtains their first character from the preset set, the corresponding character control parameters need to be updated based on the character's unit parameters. 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 threshold, that first character will not be added to the player's team. If the updated character control parameters do not exceed the preset 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 3) Players A and B finish and obtain their first character.
[0164] 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.
[0165] 4) Enter the battle phase;
[0166] After players A and B have both acquired their first character, they control their own character to enter the battle phase.
[0167] 5) Both parties manually or automatically select the attack target;
[0168] 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.
[0169] 6) Determine if both sides have been knocked down;
[0170] 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 both players can proceed to the next round.
[0171] In this method, the updated character control parameters are compared with the preset parameter thresholds to determine the characters that enter the battle phase. The characters are highly flexible in their use. After both characters enter the battle phase, the current round is settled according to the battle commands of both sides. This increases the influence of the characters on the player's game performance, enhances the fun of the game, and improves the resource utilization of the characters.
[0172] 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 a character adjustment phase) and a two-round combat operation phase (equivalent to a combat phase). A diagram illustrating the single / two-round game operation is shown below. Figure 6 As shown.
[0173] 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.
[0174] 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.
[0175] For our character's capture items, such as Figure 7The 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.
[0176] 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 candidate characters in the game scene and display the capture probability information of the candidate character near its location in the game scene.
[0177] 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 characters in the game scene and display the capture probability information of the candidate characters near their locations in the game scene.
[0178] The following embodiments also provide another settlement method for turn-based games. This method is executed by a server, which communicates and interacts with the client to implement the turn-based game settlement method of this embodiment. Figure 8 As shown, the method includes:
[0179] Step S802: In response to the first triggering event, enter the character adjustment phase of the target game match and send first-phase instructions to multiple clients corresponding to the target game match; the first-phase instructions are used to: control the clients to display the game screen of the character adjustment phase; the target game match includes multiple participating characters, and the participating characters are controlled by the corresponding clients;
[0180] The target game involves multiple players, each with a client that controls one of their characters. When the target game starts or the previous round ends, the server can initiate a character adjustment phase and send a first-phase command to each client in the game. This causes each client to display the game screen during the character adjustment phase, which also displays a notification indicating that the adjustment phase has begun.
[0181] Step S804: During the role adjustment phase, a role adjustment instruction sent by the client is received; in response to the end of the role adjustment phase, based on the role adjustment instruction received during the role adjustment phase, the roles of all parties involved in the target game are settled to obtain the role settlement result; the role settlement result is sent to multiple clients; the role settlement result is used to control the clients to display the roles of all parties according to the role settlement result;
[0182] Players perform character adjustment operations through the client, which then generates character adjustment instructions based on these operations. For example, if a player performs a character acquisition operation and obtains a first character, the client generates character adjustment instructions for that first character, which may include character information. After receiving the character adjustment instructions from the client, the server saves them before the character adjustment phase ends. After the character adjustment phase concludes, the server calculates the results based on the saved character adjustment instructions sent by each client, yielding the final character settlement.
[0183] The server sends the character settlement results to each client, and controls the display of multiple participating characters in the game scene of each client according to the character settlement results.
[0184] Step S806: In response to the second triggering event, enter the battle phase of the target game match and send second phase instructions to multiple clients corresponding to the target game match; the second phase instructions are used to control the clients to display the game screen of the battle phase.
[0185] After the server sends the role settlement results to the client, it will wait for the client's feedback for a certain period of time. For example, after the client displays the completion of the role settlement according to the multi-party participation results, it will send a feedback message to the server indicating that the display is complete. The server triggers a second trigger event after receiving feedback messages from each client; or, if no feedback messages are received from all clients after the time limit expires, the second trigger event will also be triggered.
[0186] The server controls the entry into the battle phase, sends second-phase instructions to multiple clients, thereby notifying the clients to enter the battle phase and displaying the game screen of the battle phase, as well as displaying prompt information for entering the battle phase.
[0187] Step S808: During the battle phase, receive the battle command sent by the client; in response to the end of the battle phase, perform battle settlement based on the battle command to obtain the battle settlement result.
[0188] Players can select combat modes and attack targets through the client. The client then generates combat commands based on these actions and sends them to the server. These commands can include the combat mode and attack target for each player character. The server saves the received combat commands during the combat phase and calculates the results after the combat phase ends.
[0189] In the above method, in response to the first triggering event, the game enters the character adjustment phase of the target game, and sends a first-phase instruction to multiple clients corresponding to the target game. The first-phase instruction is used to: control the clients to display the game screen during the character adjustment phase; the target game includes multiple participating characters, which are controlled by their respective clients; during the character adjustment phase, the game receives character adjustment instructions sent by the clients; in response to the end of the character adjustment phase, based on the character adjustment instructions received during the character adjustment phase, the game settles the scores for the multiple participating characters in the target game, and obtains the character settlement results; the game settlement results are sent to multiple clients; the character settlement results are used to: control the clients to display the multiple participating characters according to the character settlement results; in response to the second triggering event, the game enters the battle phase of the target game, and sends a second-phase instruction to multiple clients corresponding to the target game. The second-phase instruction is used to: control the clients to display the game screen of the battle phase; during the battle phase, the game receives battle instructions sent by the clients; in response to the end of the battle phase, the game settles the battle scores based on the battle instructions, and obtains the battle settlement results.
[0190] In this method, turn-based games include a character adjustment phase and a battle phase. The server performs a settlement after the character adjustment phase to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient and does not affect the issuance of subsequent battle commands, improving the game experience of turn-based games and effectively reducing the power consumption of terminal devices and the performance overhead of the server.
[0191] In one specific implementation, during the role adjustment phase, if a first role adjustment instruction is received from the first client, feedback information is sent to the first client; the feedback information is used to control the first client to display the first role model of the first role corresponding to the first role adjustment instruction; the first role model has an untriggerable attribute.
[0192] During the character adjustment phase, the server may receive character adjustment commands from multiple clients and save them separately. For example, if the target game involves a first client and a second client, and a first character adjustment command is received from the first client, feedback information is sent to the first client. This feedback information is used to control the first client to display the first character model corresponding to the first character adjusted by the first character command; the first character model has an untriggerable attribute. During the character adjustment phase, feedback information is only sent to the first client, causing the character in the game scene on the first client to change according to the player's actions. However, at this time, this feedback information is not sent to the second client; the second client only displays the participating character corresponding to the first client before the character adjustment phase.
[0193] Similarly, if a second character adjustment command is received from the second client, feedback information is sent to the second client. This feedback information is used to control the second client to display the third character model corresponding to the second character in the second character adjustment command. The third character model has an untriggerable attribute. During the character adjustment phase, feedback information is only sent to the second client, causing the character in the game scene on the second client to change according to the player's actions. However, at this time, this feedback information is not sent to the first client; the first client only displays the participating character corresponding to the second client before the character adjustment phase.
[0194] In another specific implementation, the role adjustment phase ends upon receiving a phase termination instruction from the client; or, the role adjustment phase ends upon the period of duration reaching a phase duration threshold.
[0195] For example, when a player triggers a specified control displayed on the client, the client generates a phase termination command. If the server receives phase termination commands from every client, it can control the end of the character adjustment phase. A phase duration threshold can also be set; if the duration of the character adjustment phase reaches the threshold, the phase can end even without receiving phase termination commands from all clients.
[0196] In another specific implementation, the character settlement result includes: a first character added to the participating characters controlled by the first client; sending the character settlement result to the first client among multiple clients; the character settlement result is used to: control the first client to replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; sending the character settlement result to the second client among multiple clients; the character settlement result is used to: control the display of the second character model of the first character in the second client.
[0197] In practice, after the server generates the character settlement result, it can send the same character settlement result to multiple clients. The client then updates the friendly and enemy characters in the game scene based on the friendly character controlled by the currently logged-in account and the settlement result of that character.
[0198] Assuming the target game involves a first client and a second client, the character settlement result can include characters added from the participating characters controlled by the first client, and can also include characters added from the participating characters controlled by the second client. When the character settlement result includes the first character added from the participating characters controlled by the first client, after the character settlement result is sent to the first client, the first client is controlled to replace the first character's first character model with the first character's second character model; after the character settlement result is sent to the second client, since the first character is not displayed in the second client, the second client is controlled to display the first character's second character model.
[0199] The first triggering event mentioned above includes one of the following: the target game match starts; a playback end command is received from the client indicating the result of the previous round's battle; the time elapsed between the sending of the previous round's battle result and the current time meets a preset duration. When one of these events is met, the first triggering event is determined to have been triggered.
[0200] The aforementioned second triggering event includes: receiving a specified instruction from the client, which instructs the client to complete the display of the participating roles according to the role settlement results; or, the time from which the role settlement results are sent is equal to a first preset time interval. When either of these events is met, the second triggering event is determined to be triggered.
[0201] Furthermore, during the character adjustment phase, if a combat command is received from the client, the combat command is updated to a defense command in response to the end of the character adjustment phase. This defense command is used to control the combat behavior of the participating character who sent the defense command against the enemy character. During the combat phase, if a character adjustment command is received from the client, the character adjustment command is updated to a defense command in response to the end of the character adjustment phase.
[0202] In the above method, if during the character adjustment phase, the player performs actions such as selecting a combat mode, and the client sends a combat command to the server, the server will not execute the character settlement according to this command. Instead, it will update the combat command to a defense command, allowing the player to control the relevant character to resist enemy attacks during the combat phase. Similarly, if during the combat phase, the player performs actions such as acquiring a character, and the client sends a character adjustment command to the server, the server will not execute the character settlement according to this command. Instead, it will update the character adjustment command to a defense command, allowing the player to control the relevant character to resist enemy attacks during the combat phase.
[0203] After obtaining the battle settlement result, the battle settlement result is sent to multiple clients to play the corresponding animation effect on the clients; if the playback ends command is received from the client, or if the time between sending the battle settlement result and the current time meets the preset duration, the current round ends and the first trigger event is triggered.
[0204] Figure 9 This diagram illustrates a multi-party interaction method for resolving a turn-based game; the method is implemented jointly by a server, a first client, and a second client.
[0205] In step S902, the server responds to the first trigger event and enters the character adjustment phase of the target game match, sending the first phase instructions to multiple clients corresponding to the target game match.
[0206] Step S904: The client receives the first-stage instruction and displays the game screen during the character adjustment stage;
[0207] Step S906: The first client responds to the role adjustment operation, generates a role adjustment instruction, and sends the role adjustment instruction to the server;
[0208] Step S908: The server sends feedback information to the first client;
[0209] In step S910, the first client receives feedback information and displays the first character model of the first character corresponding to the character adjustment command; the first character model has an untriggerable attribute.
[0210] In step S912, the second client responds to the role adjustment operation, generates a role adjustment instruction, and sends the role adjustment instruction to the server.
[0211] Step S914: The server sends feedback information to the second client;
[0212] In step S916, the second client receives feedback information and displays the third role model of the second role corresponding to the role adjustment command; the third role model has an untriggerable attribute.
[0213] Step S918: The client sends a phase termination command to the server.
[0214] In step S920, the server receives a phase termination instruction from the client and confirms the end of the role adjustment phase.
[0215] Step S922: Based on the character adjustment instructions received during the character adjustment phase, the server performs settlement for the multiple participating characters in the target game match and obtains the character settlement result.
[0216] Step S924: The server sends the role settlement result to the client;
[0217] Step S926: The first client receives the character settlement result and displays the participating characters according to the character settlement result; the first character model of the first character is replaced with the second character model, which is used to provide the combat attribute data of the first character and has triggerable attributes; the fourth character model of the aforementioned second character is displayed, which is used to provide the combat attribute data of the second character and has triggerable attributes.
[0218] Step S928: The second client receives the character settlement result and displays the participating characters according to the character settlement result; the third character model of the second character is replaced with a fourth character model, which is used to provide the combat attribute data of the second character and has triggerable attributes; the second character model of the first character is displayed, which is used to provide the combat attribute data of the first character and has triggerable attributes.
[0219] Step S930: After the client finishes displaying, it sends a specified instruction to the server indicating that the display is complete.
[0220] Step S932: The server receives the specified instruction, enters the battle phase of the target game match, and sends the second phase instruction to multiple clients corresponding to the target game match.
[0221] Step S932: The client receives the second-stage instruction and displays the battle screen.
[0222] Step S934: The client responds to the combat mode selection operation and the combat target selection operation, generates combat instructions, and sends the combat instructions to the server;
[0223] Step S936: At the end of the battle phase, the server performs battle settlement based on the battle commands, obtains the battle settlement result, and sends the battle settlement result to the client.
[0224] In step S938, the client plays the animation effect corresponding to the battle settlement result. After the animation effect finishes playing, it sends a playback end command to the server.
[0225] In step S940, the server receives the playback instruction and determines that the current round has ended.
[0226] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 10 The diagram shows a settlement device for a turn-based game, the device comprising:
[0227] The first instruction acquisition module 1000 is used to respond to the first trigger event, enter the character adjustment phase of the target game, acquire the character adjustment instruction, and update and display our characters in the game scene displayed on the first terminal device based on the character adjustment instruction.
[0228] The first settlement module 1002 is used to respond to the end of the character adjustment phase, perform settlement on our character based on the character adjustment command, and obtain the character settlement result of our character; and display the character corresponding to the character settlement result in the game scene displayed on the second terminal device that controls the enemy character.
[0229] The second instruction acquisition module 1004 is used to respond to the second triggering event, enter the battle phase of the target game, and acquire battle instructions for the player character corresponding to the character settlement result.
[0230] The second settlement module 1006 is used to perform battle settlement based on battle commands in response to the end of the battle phase, and obtain the battle settlement result.
[0231] The settlement device of the aforementioned turn-based game, in response to a first trigger event, enters the character adjustment phase of the target game match and obtains a character adjustment command; in the game scene displayed on the first terminal device, it updates and displays the player's character based on the character adjustment command; in response to the end of the character adjustment phase, it performs a settlement on the player's character based on the character adjustment command, obtaining the player's character settlement result; in the game scene displayed on the second terminal device controlling the enemy character, it displays the player's character corresponding to the character settlement result; in response to a second trigger event, it enters the battle phase of the target game match and obtains a battle command for the player's character corresponding to the character settlement result; in response to the end of the battle phase, it performs a battle settlement based on the battle command, obtaining the battle settlement result. In this method, turn-based games include a character adjustment phase and a battle phase. After the character adjustment phase ends, a settlement is performed to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient to operate, and the operation of adjusting characters does not affect the issuance of subsequent battle commands, which improves the game experience of turn-based games and effectively reduces the power consumption of terminal devices and the performance overhead of servers.
[0232] The aforementioned first instruction acquisition module is also used to: in response to a role acquisition operation, acquire a first role, and generate a role adjustment instruction based on the first role.
[0233] The aforementioned first instruction acquisition module is further configured 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; in response to the character acquisition operation, acquire the 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 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.
[0234] 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.
[0235] The aforementioned device also includes an information display module, used to: if the updated character control parameters exceed a preset parameter threshold, determine that the acquisition of the first character has failed, and display a prompt message indicating that the acquisition of the first character has failed.
[0236] The aforementioned first instruction acquisition 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; the preset role set includes: optional roles corresponding to our role.
[0237] The aforementioned first instruction acquisition module is also used to: respond to a trigger operation on the collection display trigger control and display a preset character set; the preset character set includes: selectable characters corresponding to our character; and respond to a selection operation on the first character among the selectable characters and acquire the first character.
[0238] The aforementioned first instruction acquisition module is further configured to: respond to a trigger operation on the collection display trigger control, randomly determine a 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.
[0239] The aforementioned first instruction acquisition module is further configured to: add the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; wherein, the character control parameters include: the parameters of the character unit parameters of our characters in the game scene.
[0240] The aforementioned first instruction acquisition 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; 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 character unit parameters of our characters in the game scene.
[0241] 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 when the preset character acquisition conditions are met, continue executing 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.
[0242] The aforementioned first instruction acquisition module is further configured to: acquire a first character in response to a character adjustment instruction, and display a first character model corresponding to the first character in the game scene displayed on the first terminal device; wherein the first character model has an untriggerable attribute; our character is controlled through the first terminal device; and the game scene is displayed in the graphical user interface provided by the first terminal device.
[0243] The aforementioned first instruction acquisition module is further configured to: determine that the first role is set to a specified state, and display the first role model corresponding to the first role; display the status indicator of the first role being in the specified state, or display the first role model corresponding to the first role in a first display format.
[0244] The aforementioned first settlement module is also used to: determine the friendly characters participating in the battle phase based on the character adjustment command, and obtain the character settlement results of the friendly characters.
[0245] The aforementioned first settlement module is also used to: determine the addition of a first character to our side, and replace the first character model of the first character with the second character model of the first character; wherein the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; and display the second character model of the first character in the game scene displayed on the second terminal device controlling the enemy character.
[0246] The aforementioned device also includes a character control module, used to: determine that the first character is set to a specified state, and control the first character to leave the scene area to which our character belongs.
[0247] 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 display in the scene area where the enemy character belongs, the first character becomes 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.
[0248] The aforementioned second command acquisition module is also used to: determine the command acquisition target from our characters and display the prompt icon corresponding to the command acquisition target; respond to command input operations for the command acquisition target and generate the combat command corresponding to the command acquisition target.
[0249] The aforementioned second instruction 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 to determine the target skill of the instruction acquisition object; respond to an attack target selection operation to determine the attack target of the target skill from the enemy characters; and generate combat instructions based on the target skill and the attack target.
[0250] The aforementioned second instruction acquisition module is also used to: determine the first instruction acquisition target from our characters in a preset order; after generating the combat instruction of the instruction acquisition target, determine the updated instruction acquisition target from our characters who have never generated a combat instruction, until all our characters have generated the corresponding combat instruction.
[0251] The aforementioned device also includes a result display module, used to display the battle settlement result in the game scene displayed on the first terminal device and the second terminal device.
[0252] See Figure 11 The diagram shows a settlement device for another turn-based game, which includes:
[0253] The character adjustment phase control module 1100 is used to respond to the first trigger event, enter the character adjustment phase of the target game, and send first-phase instructions to multiple clients corresponding to the target game. The first-phase instructions are used to control the clients to display the game screen of the character adjustment phase. The target game includes multiple participating characters, and the participating characters are controlled by the corresponding clients.
[0254] The character settlement module 1102 is used to receive character adjustment instructions sent by the client during the character adjustment phase; in response to the end of the character adjustment phase, based on the character adjustment instructions received during the character adjustment phase, to settle the character settlement results for the multiple participating characters in the target game match; and to send the character settlement results to multiple clients. The character settlement results are used to control the clients to display the multiple participating characters according to the character settlement results.
[0255] The battle phase control module 1104 is used to respond to the second trigger event, enter the battle phase of the target game match, and send second phase instructions to multiple clients corresponding to the target game match; the second phase instructions are used to control the clients to display the game screen of the battle phase.
[0256] The battle settlement module 1106 is used to receive battle commands sent by the client during the battle phase; in response to the end of the battle phase, it performs battle settlement based on the battle commands to obtain the battle settlement result.
[0257] The aforementioned device further includes a feedback module, used to: during the role adjustment phase, if a first role adjustment instruction is received from the first client, send feedback information to the first client; the feedback information is used to: control the first client to display the first role model corresponding to the first role adjustment instruction; the first role model has an untriggerable attribute.
[0258] The aforementioned device also includes a phase end module, used to: receive a phase end instruction from the client to determine the end of the role adjustment phase; or, in response to the duration of the role adjustment phase reaching a phase duration threshold, determine the end of the role adjustment phase.
[0259] The aforementioned character settlement results include: the first character added to the participating characters controlled by the first client; the aforementioned character settlement module is also used to: send the character settlement results to the first client among multiple clients; the character settlement results are used to: control the first client to replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; send the character settlement results to the second client among multiple clients; the character settlement results are used to: control the display of the second character model of the first character in the second client.
[0260] The first triggering event mentioned above includes one of the following: the target game match starts; the client receives a playback end command for the previous round's battle result; the time between sending the previous round's battle result and the current time meets a preset duration.
[0261] The second triggering event mentioned above includes: receiving a specified instruction from the client, the specified instruction instructing the client to complete the display of the participating roles according to the role settlement results; or, the time from which the role settlement results are sent to the current time meets a first preset time interval.
[0262] The aforementioned device also includes an instruction update module, used to: during the character adjustment phase, if a combat instruction sent by the client is received, update the combat instruction to a defense instruction in response to the end of the character adjustment phase; the defense instruction is used to: control the combat behavior of the participating character who sent the defense instruction against the enemy character; during the combat phase, if a character adjustment instruction sent by the client is received, update the character adjustment instruction to a defense instruction in response to the end of the character adjustment phase.
[0263] The aforementioned device also includes a round-end module, used to: send the battle settlement result to multiple clients to play the animation effect corresponding to the battle settlement result on the clients; receive a playback end command from the client, or determine the end of the current round when the time between sending the battle settlement result and the current time meets a preset duration, and trigger a first trigger event.
[0264] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-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.
[0265] See Figure 12 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the settlement method of the turn-based game described above.
[0266] Furthermore, Figure 12 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0267] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. 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), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may 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 representation, Figure 12 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0268] 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 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 may 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.
[0269] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the settlement method of the aforementioned turn-based game:
[0270] In response to the first triggering event, the game enters the character adjustment phase of the target game and obtains the character adjustment command; in the game scene displayed on the first terminal device, the player's character is updated and displayed based on the character adjustment command; in response to the end of the character adjustment phase, the player's character is settled based on the character adjustment command, and the player's character settlement result is obtained; in the game scene displayed on the second terminal device controlling the enemy character, the player's character corresponding to the character settlement result is displayed; in response to the second triggering event, the game enters the battle phase of the target game and obtains the battle command for the player's character corresponding to the character settlement result; in response to the end of the battle phase, the battle is settled based on the battle command, and the battle settlement result is obtained.
[0271] 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: in response to a character acquisition operation, acquire a first character and generate character adjustment instructions based on the first character.
[0272] 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 allied characters that 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 an allied character; if the updated character control parameters exceed the preset parameter threshold, the allied character is not added.
[0273] 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: 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.
[0274] 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: 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.
[0275] 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 for acquiring a character control, randomly acquiring a first character from a preset character set; the preset character set includes: selectable characters corresponding to our character.
[0276] 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.
[0277] 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.
[0278] 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: adding the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; wherein, the character control parameters include: the parameters of the character unit parameters of our characters in the game scene.
[0279] 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 of the game scene; wherein, the preset character set includes: the selectable characters corresponding to our character, and the number of times the selectable characters have been acquired; 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; 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 parameters of the character unit parameters of our characters in the game scene.
[0280] 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 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.
[0281] 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 adjustment instruction, a first character is obtained; in the game scene displayed on the first terminal device, a first character model corresponding to the first character is displayed; wherein, the first character model has an untriggerable attribute; our character is controlled through the first terminal device; and the game scene is displayed in the graphical user interface provided by the first terminal device.
[0282] 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: determining that the first character is set to a specified state, displaying the first character model corresponding to the first character; displaying a status indicator of the first character being in the specified state, or displaying the first character model corresponding to the first character in a first display format.
[0283] 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: determining the player character participating in the battle phase based on the character adjustment instruction, and obtaining the character settlement result of the player character.
[0284] The processor in the aforementioned electronic device can execute machine-executable instructions to perform the following operations of the settlement method for the aforementioned turn-based game: determine that a first character is added to our side, and replace the first character model of the first character with the second character model of the first character; wherein the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; and display the second character model of the first character in the game scene displayed on the second terminal device that controls the enemy character.
[0285] 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 that the first character is set to a specified state, and controlling the first character to leave the scene area to which our character belongs.
[0286] 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 becomes 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.
[0287] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the settlement method in the aforementioned turn-based game: determine the command acquisition target from our characters and display the prompt icon corresponding to the command acquisition target; respond to the command input operation for the command acquisition target and generate the combat command corresponding to the command acquisition target.
[0288] 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 a battle instruction based on the target skill and the attack target.
[0289] 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: determining the first command acquisition target from our characters in a preset order; after generating a battle command for the command acquisition target, determining a new command acquisition target from our characters who have not yet generated a battle command, until all our characters have generated the corresponding battle command.
[0290] The processor in the aforementioned electronic device can execute machine-executable instructions to perform the following operations of the turn-based game settlement method: displaying the battle settlement result in the game scene displayed on the first terminal device and the second terminal device.
[0291] 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 first triggering event, it enters the character adjustment phase of the target game match and sends first-phase instructions to multiple clients corresponding to the target game match; the first-phase instructions are used to: control the clients to display the game screen during the character adjustment phase; the target game match includes multiple participating characters, each controlled by a corresponding client; during the character adjustment phase, it receives character adjustment instructions sent by the clients; in response to the end of the character adjustment phase, based on the character adjustment instructions received during the character adjustment phase, it performs settlement for the multiple participating characters in the target game match, obtaining a character settlement result; it sends the character settlement result to multiple clients; the character settlement result is used to: control the clients to display the multiple participating characters according to the character settlement result; In response to a second triggering event, it enters the battle phase of the target game match and sends second-phase instructions to multiple clients corresponding to the target game match; the second-phase instructions are used to: control the clients to display the game screen during the battle phase; during the battle phase, it receives battle instructions sent by the clients; in response to the end of the battle phase, it performs battle settlement based on the battle instructions, obtaining a battle settlement result.
[0292] 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: During the character adjustment phase, if a first character adjustment instruction is received from the first client, feedback information is sent to the first client; the feedback information is used to: control the first client to display the first character model of the first character corresponding to the first character adjustment instruction; the first character model has an untriggerable attribute.
[0293] 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: receiving a phase termination instruction from the client and determining the end of the character adjustment phase; or, in response to the duration of the character adjustment phase reaching a phase duration threshold, determining the end of the character adjustment phase.
[0294] 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: sending the character settlement result to a first client among multiple clients; the character settlement result is used to: control the first client to replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; sending the character settlement result to a second client among multiple clients; the character settlement result is used to: control the display of the second character model of the first character in the second client.
[0295] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the settlement method for the aforementioned turn-based game: the first triggering event includes one of the following: the target game match starts; a playback end instruction is received from the client for the battle settlement result of the previous round; the time between sending the battle settlement result of the previous round and the current time meets a preset duration.
[0296] The processor in the aforementioned electronic device can execute machine-executable instructions to implement the following operations of the settlement method for the aforementioned turn-based game: the second triggering event includes: receiving a specified instruction from the client, the specified instruction instructing: the client to complete the display of the multi-party participating characters according to the character settlement results; or, the time from which the character settlement results are sent to the current time satisfies a first preset duration.
[0297] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the settlement method for the aforementioned turn-based game: During the character adjustment phase, if a battle command sent by the client is received, in response to the end of the character adjustment phase, the battle command is updated to a defense command; the defense command is used to: control the combat behavior of the participating character who sent the defense command against the enemy character; during the battle phase, if a character adjustment command sent by the client is received, in response to the end of the character adjustment phase, the character adjustment command is updated to a defense command.
[0298] 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: sending the battle settlement result to multiple clients to play the animation effect corresponding to the battle settlement result on the clients; receiving a playback end instruction from the client, or determining the end of the current turn when the time between sending the battle settlement result and the current time meets a preset duration, and triggering the first trigger event.
[0299] In this method, turn-based games include a character adjustment phase and a battle phase. After the character adjustment phase ends, a settlement is performed to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient to operate, and the operation of adjusting characters does not affect the issuance of subsequent battle commands, which improves the game experience of turn-based games and effectively reduces the power consumption of terminal devices and the performance overhead of servers.
[0300] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described turn-based game settlement method.
[0301] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the settlement method of the turn-based game:
[0302] In response to the first triggering event, the game enters the character adjustment phase of the target game and obtains the character adjustment command; in the game scene displayed on the first terminal device, the player's character is updated and displayed based on the character adjustment command; in response to the end of the character adjustment phase, the player's character is settled based on the character adjustment command, and the player's character settlement result is obtained; in the game scene displayed on the second terminal device controlling the enemy character, the player's character corresponding to the character settlement result is displayed; in response to the second triggering event, the game enters the battle phase of the target game and obtains the battle command for the player's character corresponding to the character settlement result; in response to the end of the battle phase, the battle is settled based on the battle command, and the battle settlement result is obtained.
[0303] 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: in response to a character acquisition operation, a first character is acquired, and a character adjustment instruction is generated based on the first character.
[0304] 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 that 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.
[0305] 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 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.
[0306] 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: 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.
[0307] 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 for acquiring a character control, randomly acquiring a first character from a preset character set; the preset character set includes: selectable characters corresponding to our character.
[0308] 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.
[0309] 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.
[0310] 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: adding the character unit parameters of the first character to the character control parameters to obtain updated character control parameters; wherein, the character control parameters include: the parameters of the character unit parameters of our characters in the game scene.
[0311] 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: the selectable characters corresponding to our character, and the number of times the selectable characters have been acquired; 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.
[0312] 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; 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.
[0313] 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: in response to a character adjustment instruction, a first character is obtained; in the game scene displayed on the first terminal device, a first character model corresponding to the first character is displayed; wherein, the first character model has an untriggerable attribute; our character is controlled through the first terminal device; and the game scene is displayed in the graphical user interface provided by the first terminal device.
[0314] 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: determine that the first character is set to a specified state, and display the first character model corresponding to the first character; display the state indicator of the first character being in the specified state, or display the first character model corresponding to the first character in a first display format.
[0315] 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: based on the character adjustment instructions, determine the player character participating in the battle phase, and obtain the player character's settlement result.
[0316] 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: determine that a first character is added to our side, and replace the first character model of the first character with the second character model of the first character; wherein the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; and display the second character model of the first character in the game scene displayed on the second terminal device that controls the enemy character.
[0317] 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: determine that the first character is set to a specified state, and control the first character to leave the scene area to which our character belongs.
[0318] 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: 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 becomes 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.
[0319] 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: determine the instruction acquisition target from our characters and display the prompt icon corresponding to the instruction acquisition target; respond to the instruction input operation for the instruction acquisition target and generate the combat instruction corresponding to the instruction acquisition target.
[0320] 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 to determine the target skill of the instruction acquisition object; responding to an attack target selection operation to determine the attack target of the target skill from among the enemy characters; and generating a combat command based on the target skill and the attack target.
[0321] 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: determine the first instruction acquisition target from our characters in a preset order; after the battle instruction for the instruction acquisition target is generated, determine the updated instruction acquisition target from our characters who have not yet generated a battle instruction, until all our characters have generated the corresponding battle instruction.
[0322] 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 the battle settlement result in the game scene displayed on the first terminal device and the second terminal device.
[0323] The machine-executable instructions stored in the aforementioned machine-readable storage medium can, by executing these machine-executable instructions, implement the following operations in the settlement method of the aforementioned turn-based game: In response to a first triggering event, entering the character adjustment phase of the target game match, and sending first-phase instructions to multiple clients corresponding to the target game match; the first-phase instructions are used to: control the clients to display the game screen during the character adjustment phase; the target game match includes multiple participating characters, and the participating characters are controlled by their respective clients; during the character adjustment phase, receiving character adjustment instructions sent by the clients; in response to the end of the character adjustment phase, based on the character adjustment instructions received during the character adjustment phase, settling accounts for the multiple participating characters in the target game match, and obtaining character settlement results; sending the character settlement results to multiple clients; the character settlement results are used to: control the clients to display the multiple participating characters according to the character settlement results; in response to a second triggering event, entering the battle phase of the target game match, and sending second-phase instructions to multiple clients corresponding to the target game match; the second-phase instructions are used to: control the clients to display the game screen during the battle phase; during the battle phase, receiving battle instructions sent by the clients; in response to the end of the battle phase, performing battle settlement based on the battle instructions, and obtaining battle settlement results.
[0324] 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: During the character adjustment phase, if a first character adjustment instruction is received from the first client, feedback information is sent to the first client; the feedback information is used to control the first client to display the first character model of the first character corresponding to the first character adjustment instruction; the first character model has an untriggerable attribute.
[0325] 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: receiving a phase termination instruction from the client to determine the end of the character adjustment phase; or, in response to the duration of the character adjustment phase reaching a phase duration threshold, determining the end of the character adjustment phase.
[0326] 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: sending the character settlement result to the first client among multiple clients; the character settlement result is used to: control the first client to replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; sending the character settlement result to the second client among multiple clients; the character settlement result is used to: control the display of the second character model of the first character in the second client.
[0327] 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: The first triggering event includes one of the following: the target game match starts; a playback end instruction is received from the client for the battle settlement result of the previous round; the time between the sending of the battle settlement result of the previous round and the current time meets a preset duration.
[0328] 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: The second triggering event includes: receiving a specified instruction from the client, the specified instruction indicating that the client completes the display of the multi-party participating characters according to the character settlement results; or, the time from which the character settlement results are sent is equal to a first preset time.
[0329] 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: During the character adjustment phase, if a battle command sent by the client is received, the battle command is updated to a defense command in response to the end of the character adjustment phase; the defense command is used to: control the combat behavior of the participating character who sent the defense command against the enemy character; during the battle phase, if a character adjustment command sent by the client is received, the character adjustment command is updated to a defense command in response to the end of the character adjustment phase.
[0330] 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: sending the battle settlement result to multiple clients to play the animation effect corresponding to the battle settlement result on the clients; receiving a playback end instruction from the client, or determining the end of the current turn when the time between sending the battle settlement result and the current time meets a preset duration, and triggering the first trigger event.
[0331] In this method, turn-based games include a character adjustment phase and a battle phase. After the character adjustment phase ends, a settlement is performed to determine the characters participating in the subsequent battle phase. After the battle phase ends, a settlement is performed again to determine the battle result. This method allows players to adjust characters according to their needs during the character adjustment phase and issue battle commands to the settled characters during the battle phase. This method of adjusting characters is convenient to operate, and the operation of adjusting characters does not affect the issuance of subsequent battle commands, which improves the game experience of turn-based games and effectively reduces the power consumption of terminal devices and the performance overhead of servers.
[0332] The computer program products of the turn-based game settlement method, apparatus and electronic device provided in the embodiments of the present invention include 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.
[0333] 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.
[0334] 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.
[0335] 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 the present invention, 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 the present 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.
[0336] 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.
[0337] 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, The method includes: In response to the first triggering event, the game enters the character adjustment phase of the target game and obtains the character adjustment command; in the game scene displayed on the first terminal device, the player's character is updated and displayed based on the character adjustment command. In response to the end of the character adjustment phase, based on the character adjustment instruction, a settlement is performed on the friendly character to obtain the character settlement result of the friendly character; in the game scene displayed on the second terminal device controlling the enemy character, the friendly character corresponding to the character settlement result is displayed; In response to the second triggering event, the game enters the combat phase of the target game and obtains combat commands for the player character corresponding to the character's settlement result. In response to the end of the battle phase, a battle settlement is performed based on the battle command to obtain the battle settlement result.
2. The method according to claim 1, characterized in that, The steps for obtaining a character adjustment instruction include: in response to a character acquisition operation, obtaining a first character, and generating a character adjustment instruction based on the first character.
3. The method according to claim 2, characterized in that, In response to the character acquisition operation, the steps to acquire the first character include: 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.
4. The method according to claim 3, 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.
5. The method according to claim 3, 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.
6. The method according to claim 2, characterized in that, The step of obtaining a first role in response to a role acquisition operation includes: in response to a trigger operation on the role acquisition control, randomly acquiring a first role from a preset role set; the preset role set includes: optional roles corresponding to our role.
7. The method according to claim 2, characterized in that, In response to the character acquisition operation, the steps to acquire the first character include: 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 role among the available roles, obtain the first role.
8. The method according to claim 7, 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.
9. The method according to claim 3, characterized in that, The step of updating the character control parameters based on the character unit parameters of the first character includes: The character unit parameters of the first character are added to the character control parameters to obtain updated character control parameters; wherein, the character control parameters include: the parameters of the character unit parameters of the friendly character in the game scene.
10. The method according to claim 3, 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.
11. The method according to claim 6 or 7, characterized in that, After obtaining the first role, 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 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.
12. The method according to claim 1, characterized in that, In the game scene displayed on the first terminal device, the step of updating the display of the player's character based on the character adjustment command includes: In response to the character adjustment instruction, a first character is obtained, and a first character model corresponding to the first character is displayed in the game scene displayed on the first terminal device; wherein, the first character model has an untriggerable attribute; the player character is controlled through the first terminal device; the game scene is displayed in the graphical user interface provided by the first terminal device.
13. The method according to claim 11, characterized in that, The steps for displaying the first character model corresponding to the first character include: Once the first character is determined to be set to a specified state, the first character model corresponding to the first character is displayed. Display the status indicator of the first character in the specified state, or display the first character model corresponding to the first character in a first display format.
14. The method according to claim 1, characterized in that, The steps for settling accounts for our character based on the character adjustment instruction and obtaining the character settlement result for our character include: Based on the character adjustment command, the friendly characters participating in the battle phase are determined, and the character settlement results of the friendly characters are obtained.
15. The method according to claim 1, characterized in that, In the game scene displayed on the second terminal device controlling the enemy character, the steps of displaying the friendly character corresponding to the character's settlement result include: A first character is added to the player's party, and the first character model of the first character is replaced and displayed with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; In the game scene displayed on the second terminal device controlling the enemy character, a second character model of the first character is displayed.
16. The method according to claim 11, characterized in that, The method further includes: Once the first character is set to a specified state, control the first character to leave the scene area belonging to the player character.
17. The method according to claim 16, characterized in that, The step of controlling the first character to leave the scene area where the friendly character belongs 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.
18. The method according to claim 1, characterized in that, The steps for obtaining battle commands for our character corresponding to the aforementioned character settlement result include: Identify the command acquisition target from the aforementioned friendly roles and display the prompt icon corresponding to the command acquisition target; In response to an instruction input operation targeting the instruction acquisition object, a combat instruction corresponding to the instruction acquisition object is generated.
19. The method according to claim 18, characterized in that, The step of generating a 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 combat commands.
20. The method according to claim 18, characterized in that, The step of determining the instruction to obtain the object from the aforementioned our role includes: The first instruction acquisition target is determined from the aforementioned our roles according to a preset order; Once the battle command for the command acquisition object is generated, the updated command acquisition object is determined from among the allied characters who have never generated the battle command, until all allied characters have generated the corresponding battle command.
21. The method according to claim 1, characterized in that, Following the step of performing battle resolution based on the battle command in response to the end of the battle phase, and obtaining the battle resolution result, the method further includes: The battle settlement result is displayed in the game scene shown on the first terminal device and the second terminal device.
22. A settlement method for a turn-based game, characterized in that, The method includes: In response to the first triggering event, the game enters the character adjustment phase of the target game and sends a first-phase instruction to multiple clients corresponding to the target game. The first-phase instruction is used to control the clients to display the game screen of the character adjustment phase. The target game includes multiple participating characters, and the participating characters are controlled by the corresponding clients. During the role adjustment phase, a role adjustment instruction sent by a client is received; in response to the end of the role adjustment phase, based on the role adjustment instruction received during the role adjustment phase, the roles of all parties involved in the target game match are settled to obtain a role settlement result; the role settlement result is sent to the multiple clients; the role settlement result is used to control the clients to display the roles of all parties according to the role settlement result; In response to the second triggering event, the game enters the battle phase of the target game and sends a second phase command to multiple clients corresponding to the target game; the second phase command is used to control the clients to display the game screen of the battle phase. During the battle phase, the system receives battle commands sent by the client; in response to the end of the battle phase, the system performs battle settlement based on the battle commands to obtain the battle settlement result.
23. The method according to claim 22, characterized in that, The method further includes: During the role adjustment phase, if a first role adjustment instruction is received from the first client, feedback information is sent to the first client; the feedback information is used to control the first client to display the first role model of the first role corresponding to the first role adjustment instruction; the first role model has an untriggerable attribute.
24. The method according to claim 22, characterized in that, In response to the end of the character adjustment phase, before the step of settling accounts for the multiple participating characters in the target game match based on the character adjustment instructions received during the character adjustment phase, and obtaining the character settlement result, the method further includes: Receive a phase termination instruction from the client to determine the end of the role adjustment phase; Alternatively, the end of the role adjustment phase may be determined in response to the duration of the role adjustment phase reaching a phase duration threshold.
25. The method according to claim 22, characterized in that, The role settlement result includes: a first role added to the participating roles controlled by the first client; the step of sending the role settlement result to the multiple clients includes: The character settlement result is sent to the first client among the plurality of clients; the character settlement result is used to: control the first client to replace the first character model of the first character with the second character model of the first character; wherein, the second character model is used to provide the combat attribute data of the first character, and the second character model has triggerable attributes; The role settlement result is sent to the second client among the plurality of clients; the role settlement result is used to control the display of the second role model of the first role in the second client.
26. The method according to claim 22, characterized in that, The first triggering event includes one of the following: The target game session is initiated; Received a playback end command for the previous round's battle results from the client; The time elapsed between the current time and the previous round's battle results being sent meets the preset time limit.
27. The method according to claim 22, characterized in that, The second triggering event includes: receiving a specified instruction from the client, the specified instruction instructing the client to complete the display of the multi-party participating roles according to the role settlement results; Alternatively, the time between sending the character's settlement result and the current time satisfies a first preset duration.
28. The method according to claim 22, characterized in that, The method further includes: During the character adjustment phase, if a combat command is received from the client, in response to the end of the character adjustment phase, the combat command is updated to a defense command; the defense command is used to control the combat behavior of the participating character who sent the defense command against the enemy character. During the combat phase, if a character adjustment command is received from the client, the character adjustment command is updated to a defense command in response to the end of the character adjustment phase.
29. The method according to claim 22, characterized in that, Following the step of performing battle resolution based on the battle command in response to the end of the battle phase, and obtaining the battle resolution result, the method further includes: The battle results are sent to the multiple clients so that the animation effects corresponding to the battle results can be played on the clients. If the time between receiving the playback end command from the client or sending the battle settlement result and the current time meets a preset duration, the current round is determined to end, and the first trigger event is triggered.
30. A settlement device for a turn-based game, characterized in that, The device includes: The first instruction acquisition module is used to respond to the first triggering event, enter the character adjustment phase of the target game, acquire the character adjustment instruction, and update and display our characters in the game scene displayed on the first terminal device based on the character adjustment instruction. The first settlement module is used to respond to the end of the character adjustment phase, and based on the character adjustment instruction, to settle the settlement of the friendly character and obtain the character settlement result of the friendly character; and to display the friendly character corresponding to the character settlement result in the game scene displayed on the second terminal device controlling the enemy character. The second instruction acquisition module is used to respond to the second triggering event, enter the combat phase of the target game, and acquire combat instructions for the player character corresponding to the character settlement result. The second settlement module is used to perform battle settlement based on the battle command in response to the end of the battle phase, and obtain the battle settlement result.
31. A settlement device for a turn-based game, characterized in that, The device includes: The character adjustment phase control module is used to respond to a first trigger event, enter the character adjustment phase of the target game match, and send a first phase instruction to multiple clients corresponding to the target game match; the first phase instruction is used to: control the clients to display the game screen of the character adjustment phase; the target game match includes multiple participating characters, and the participating characters are controlled by the corresponding clients; A character settlement module is used to receive a character adjustment instruction sent by a client during the character adjustment phase; in response to the end of the character adjustment phase, based on the character adjustment instruction received during the character adjustment phase, to settle the multiple participating characters in the target game match and obtain a character settlement result; and to send the character settlement result to the multiple clients; the character settlement result is used to control the clients to display the multiple participating characters according to the character settlement result. The battle phase control module is used to respond to the second triggering event, enter the battle phase of the target game match, and send second phase instructions to multiple clients corresponding to the target game match; the second phase instructions are used to control the clients to display the game screen of the battle phase; The battle settlement module is used to receive battle instructions sent by the client during the battle phase; and in response to the end of the battle phase, to perform battle settlement based on the battle instructions to obtain the battle settlement result.
32. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the turn-based game settlement method according to any one of claims 1-29.
33. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-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 1-29.
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