Control method and device in game and electronic equipment

By providing a graphical user interface and automatic mode control module in the game, players are allowed to adjust the behavior logic of virtual objects, solving the problem of automatic combat mode mechanization, and improving the flexibility of the game and player experience.

CN119236405APending Publication Date: 2025-01-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411017379.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-07-26
Publication Date
2025-01-03

AI Technical Summary

Technical Problem

The automatic combat mode in existing games is relatively mechanized, which is difficult to meet players' flexible control needs for virtual characters, resulting in insufficient flexibility in the game experience.

Method used

By providing a graphical user interface, players are allowed to adjust the behavior logic of virtual objects in automatic mode, including responding to automatic mode triggering operations, updating game behavior logic, and controlling virtual objects to execute game behavior, meeting players' adjustment needs for the automatic combat process.

Benefits of technology

It improves the flexibility of the game and the player's gaming experience, allowing players to change the behavior logic of virtual objects in automatic mode according to their needs, meeting the adjustment needs of the automatic combat process.

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Patent Text Reader

Abstract

The invention provides a control method and device in a game and electronic equipment, and the method comprises the steps: responding to an automatic mode triggering operation, and controlling a controlled virtual object to execute at least one game behavior in a plurality of preset game behaviors in a game scene according to a preset game behavior logic; the game behavior logic is used for limiting trigger conditions of a plurality of game behaviors; in response to the logic parameter setting operation, game behavior logic is updated based on logic parameters corresponding to the logic parameter setting operation; and controlling the controlled virtual object to execute at least one game behavior in the plurality of game behaviors according to the updated game behavior logic. In the mode, the player can change the behavior logic of the controlled virtual object in the automatic mode based on the demand, the adjustment demand of the player on the automatic combat process is met, the flexibility of the game is improved, and the game experience of the player is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a control method, device and electronic device in a game. Background Art

[0002] In some games, players may spend a lot of time picking up virtual supplies and fighting with characters from the enemy camp in open game scenes. In order to reduce the exhausting gaming experience brought to players by the above-mentioned game process, an automatic combat mode is usually set. Players can choose the automatic combat mode to allow the game system to control the virtual character to automatically perform the actions of picking up supplies and fighting with enemy characters. However, compared with the player's real operation, this method is more mechanical and not flexible enough, and it is difficult to meet the player's control needs for the virtual character. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide a control method, device and electronic device in a game, so that players can change the behavior logic of the controlled virtual objects in the automatic mode based on their needs, meet the players' needs for adjusting the automatic combat process, improve the flexibility of the game, and enhance the players' gaming experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a control method in a game, providing a graphical user interface through a terminal device; the graphical user interface displays a game scene where a controlled virtual object is located; the method includes: responding to an automatic mode trigger operation, controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic; the game behavior logic is used to define trigger conditions for a plurality of game behaviors; responding to a logic parameter setting operation, updating the game behavior logic based on logic parameters corresponding to the logic parameter setting operation; controlling the controlled virtual object to perform at least one of a plurality of game behaviors according to the updated game behavior logic.

[0005] In a second aspect, an embodiment of the present disclosure provides a control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a game scene where a controlled virtual object is located; the device includes: an automatic mode trigger module, which is used to respond to an automatic mode trigger operation and control the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic; the game behavior logic is used to define the trigger conditions of the plurality of game behaviors; a game behavior logic update module, which is used to respond to a logic parameter setting operation and update the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation; an automatic mode control module, which is used to control the controlled virtual object to perform at least one of the plurality of game behaviors according to the updated game behavior logic.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the above-mentioned game.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the above-mentioned game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The control method, device and electronic device in the above-mentioned game, in response to the automatic mode triggering operation, controls the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic; the game behavior logic is used to define the triggering conditions of multiple game behaviors; in response to the logic parameter setting operation, the game behavior logic is updated based on the logic parameters corresponding to the logic parameter setting operation; and the controlled virtual object is controlled to perform at least one of the multiple game behaviors according to the updated game behavior logic. In this way, the player can change the behavior logic of the controlled virtual object in the automatic mode based on the needs, which meets the player's adjustment needs for the automatic combat process, improves the flexibility of the game, and enhances the player's gaming experience.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a control method in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0022] Fig.10 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present disclosure;

[0023] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0025] In some games, the main way to play is for players to control controlled virtual objects to pick up supplies, escape from designated scene areas, and accumulate value. Players usually spend a lot of time picking up supplies and fighting in a game, and too frequent operations can cause players to feel tired. In related technologies, an automatic mode can be provided to players. When the player triggers the automatic mode, the controlled virtual object will perform game behaviors according to the preset game behavior logic. For example, the controlled virtual object first moves. During the movement, when the distance between the controlled virtual object and the virtual prop that can be picked up is less than or equal to the preset distance, the controlled virtual object automatically picks up the virtual prop, etc.

[0026] However, compared with the player's real operation, this method is more mechanical and not flexible enough, and it is difficult to meet the player's control needs for the virtual character.

[0027] Based on this, the embodiments of the present disclosure provide a control method, device, and electronic device in a game. This technology can be applied to scenarios where a virtual character is required to automatically perform game behaviors.

[0028] The control method in the game in one embodiment of the present invention can be run on a local terminal device or a server. When the control method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] See also Figure 1 First, a control method in a game provided by an embodiment of the present invention is introduced, a graphical user interface is provided through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located. The method includes the following steps:

[0032] Step S102, in response to the automatic mode triggering operation, the controlled virtual object is controlled to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic; the game behavior logic is used to define the triggering conditions of the multiple game behaviors.

[0033] The above automatic mode triggering operation can be of various types. For example, a control for triggering the automatic mode can be set in the graphical user interface, and the player's triggering operation on the control can be regarded as the automatic mode triggering operation. When the player controls the controlled virtual object through the keyboard or game controller, a certain key of the keyboard or game controller can be set to trigger the automatic mode, and the player's pressing operation on the key can be regarded as the automatic mode triggering operation. The specific setting can be based on the needs and is not limited here.

[0034] The controlled virtual object can usually perform a variety of game behaviors, such as moving behavior, picking up props behavior, resting behavior, attacking behavior, healing behavior, etc. The above-mentioned attacking behavior, healing behavior, etc. can usually be regarded as being achieved through skill release behavior, which can be set according to needs and is not limited here.

[0035] In different game scenes, the game behaviors that a controlled virtual object can perform may be different. When a controlled virtual object needs to perform a prop picking task in a certain game scene, the game behaviors that the controlled virtual object needs to perform in the game scene may only include movement and prop picking. In different game scenes, the game behaviors that a controlled virtual object needs to perform are a subset of the set of game behaviors that it can perform. The above-mentioned multiple preset game behaviors may refer to game behaviors that a controlled virtual object can perform, or may refer to game behaviors that a controlled virtual object needs to perform in the current game scene, and are not limited here.

[0036] When a player controls a controlled virtual object through a control operation, whether the controlled virtual object performs a certain game behavior is usually determined by the player's own logic. For example, when a controlled virtual object is performing a moving behavior and encounters an obtainable game prop in the game scene, the player may determine whether to control the controlled virtual object to obtain the game prop based on one or more factors such as the type and level of the game prop, the capacity of the controlled virtual object's backpack, etc., or the player may not consider these factors, but instead control the controlled virtual object to obtain the virtual prop when the controlled virtual object encounters an obtainable game prop. In non-automatic mode, whether a controlled virtual object performs a certain game behavior is mostly controlled by the player.

[0037] When the controlled virtual object enters the automatic mode, whether the controlled virtual object performs a certain game behavior does not require the player to judge and control, but needs to be implemented through the game behavior logic. The above game behavior logic is usually used to define the trigger conditions of multiple game behaviors. In the automatic mode, when the trigger condition corresponding to a certain game behavior is met, the controlled virtual object will perform the game behavior without the need for the player to control it.

[0038] Compared to the player's control operation, the game behavior logic is more mechanical. When the trigger conditions corresponding to a game behavior are met, the controlled virtual object will perform the game behavior; if the corresponding trigger conditions are not met, the controlled virtual object will not perform. For example, through the game behavior logic, the controlled virtual object can be controlled to pick up game props with higher value or pick up game props with lower value, but it is difficult to control the controlled virtual object to give up picking up game props when a specific teammate is also close to the game props.

[0039] The above trigger conditions are usually related to the state of the virtual object in the game scene, the state of the controlled virtual object itself, or both. The virtual object in the game scene may refer to a game prop or other virtual character, which is not limited here. The state of the virtual object in the game scene may refer to the properties of the virtual object itself. When the virtual object can perform game behaviors, and the game behaviors performed by the virtual object will affect its own properties, the above state can also be determined by the properties of the virtual object and the game behaviors performed. The state of the above virtual object may also be changed by the interactive behavior of the state of other virtual objects, which is not limited here.

[0040] For example, the triggering condition for the treatment behavior of the controlled virtual object may be: the current health value of the controlled virtual object is less than the preset health value. The triggering condition for the resting behavior may be: the interval time between the last time the controlled virtual object performed the resting behavior reaches the specified time, and the controlled virtual object has not performed the specified game behavior, wherein the specified game behavior may be an attacking behavior, a prop picking behavior, etc. The triggering condition for the attacking behavior of the controlled virtual object may be: the combat value of the enemy object is less than or equal to the preset combat threshold, and the controlled virtual object carries a specified game prop. There may be many specific conditions, which are not limited here. Some game behaviors of the controlled virtual object may not have triggering conditions, for example, the controlled virtual object may continue to perform moving behaviors until the triggering conditions of other game behaviors are met.

[0041] Step S104, in response to the logic parameter setting operation, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation.

[0042] The above logic parameters can usually be used to set one or more game behaviors triggered by a specified trigger condition, or to set the trigger conditions corresponding to one or more specified game behaviors. When the logic parameters are used to set the trigger conditions corresponding to the game behaviors, different parameter values ​​corresponding to the logic parameters represent different trigger conditions; when the logic parameters are used to set the game behaviors corresponding to the trigger conditions, different parameter values ​​corresponding to the logic parameters represent different game behaviors. The above parameter values ​​can be numerical values ​​in the conventional sense, or strings, etc., which are not limited here.

[0043] The above logic parameter setting operation can be multiple. The logic parameter can be one or more. For each logic parameter, multiple options corresponding to the logic parameter can be displayed in the graphical user interface, and different options correspond to different parameter values. When the player selects an option, the parameter value of the logic parameter can be set to the parameter value corresponding to the option. That is, the trigger condition of the game behavior corresponding to the logic parameter is set to the trigger condition corresponding to the parameter value, or the game behavior triggered by the trigger condition corresponding to the logic parameter is set to the game behavior corresponding to the parameter value.

[0044] An editing window corresponding to the logic parameter can also be displayed. The player can edit the editing window, input text data, and after identifying the text data, determine the parameter value that matches the expression content of the text data, and set the parameter value of the logic parameter to the corresponding parameter value, thereby realizing the setting of the trigger conditions for the game behavior, or the setting of the game behavior triggered by the trigger conditions.

[0045] After determining the logic parameter corresponding to the logic parameter setting operation, the parameter value of the logic parameter can be read, and the game behavior and trigger condition set by the logic parameter setting operation can be determined in combination with the game behavior or trigger condition corresponding to the logic parameter itself. Further, the part related to the set logic parameter can be determined from the current game behavior logic, and the part can be replaced with the game behavior and trigger condition set by the logic parameter setting operation, thereby completing the update of the game behavior logic.

[0046] During the logic update process, when the logic parameters correspond to one or some game behaviors, the triggering behaviors of the game behaviors in the game behavior logic can be replaced with the set trigger conditions. When the logic parameters correspond to one or some trigger conditions, the game behaviors triggered by the triggering conditions in the game behavior logic can be replaced with the set game behaviors.

[0047] Step S106, controlling the controlled virtual object to perform at least one of the multiple game behaviors according to the updated game behavior logic.

[0048] After the game behavior logic is updated, the controlled virtual object will execute the game behavior in the multiple game behaviors according to the updated game behavior logic. In the process of the controlled virtual object automatically executing the game behavior, the player can change the logic parameters through the logic parameter setting operation according to the change of needs, change the behavior logic of the controlled virtual object, and thus obtain different game results.

[0049] The control method in the above-mentioned game, in response to the automatic mode triggering operation, controls the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic; the game behavior logic is used to define the triggering conditions of the multiple game behaviors; in response to the logic parameter setting operation, the game behavior logic is updated based on the logic parameters corresponding to the logic parameter setting operation; and the controlled virtual object is controlled to perform at least one of the multiple game behaviors according to the updated game behavior logic. In this method, the player can change the behavior logic of the controlled virtual object in the automatic mode based on the needs, which meets the player's adjustment needs for the automatic combat process, improves the flexibility of the game, and enhances the player's gaming experience.

[0050] The following embodiment provides a specific method of controlling a controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic in response to an automatic mode trigger operation.

[0051] In order to facilitate players to turn on the automatic mode of the controlled virtual object, a first control may be set in the graphical user interface, such as Figure 2 As shown. The player can perform trigger operations such as clicking or long pressing the first control. In response to the trigger operation on the first control, the controlled virtual object is controlled to perform at least one of the preset multiple game behaviors according to the preset game behavior logic.

[0052] In order to facilitate players to know that the controlled virtual object is in automatic mode, a first mark indicating the automatic mode can be displayed in the graphical user interface. The first mark can be displayed at a fixed position with the graphical user interface, or it can be displayed at a specified position of the controlled virtual object, such as above the head of the controlled virtual object. The controlled virtual object can also be displayed in a first display format; the first display format is different from the initial display format of the controlled virtual object. For example, the first display format can be a luminous format, that is, the controlled virtual object is displayed in a luminous format. In actual application, the controlled virtual object can also be displayed in a special display format while displaying the first mark, which is not limited here.

[0053] After the player triggers the first control, the first control can be replaced by a cancel control, such as Figure 3 Alternatively, the first control is displayed as an untriggerable state, and a cancel control is displayed in the graphical user interface at the same time, such as Figure 4 As shown, the first control is displayed in gray, indicating that it is in an untriggerable state. The player can perform a trigger operation such as clicking or long pressing the cancel control, and respond to the trigger operation on the cancel control to cancel the control of the controlled virtual object to perform the game behavior according to the preset game behavior logic, that is, cancel the automatic mode of the controlled virtual object.

[0054] The controlled virtual object can usually perform multiple game behaviors in the game scene, such as movement behavior, attack behavior, item picking behavior, item replacement behavior, etc. The controlled virtual object usually performs one of the above behaviors under the control of the game behavior logic, or performs multiple behaviors at the same time, which is not limited here.

[0055] For different game behaviors, corresponding control controls are usually set to facilitate players to control the corresponding game behaviors of the controlled virtual objects. Therefore, the graphical user interface usually also displays multiple control controls. In the process of the controlled virtual object performing game behaviors in the game scene according to the preset game behavior logic, if the player performs a control operation on a certain control control, generally speaking, the control control can be any control control among multiple control controls, then it can be considered that the player wants to control the controlled virtual object to perform game behaviors by himself. In response to the control operation on any control control among the multiple control controls, the control of the controlled virtual object to perform game behaviors according to the preset game behavior logic is canceled.

[0056] The following embodiment provides a specific method for updating the game behavior logic in response to a logic parameter setting operation based on the logic parameters corresponding to the logic parameter setting operation.

[0057] After the player controls the controlled virtual object to enter the automatic mode through the automatic mode trigger operation, the logic parameter setting control can be displayed in the graphical user interface. In response to the first setting operation acting on the logic parameter setting control, the game behavior logic is updated based on the logic parameter corresponding to the logic parameter setting operation. When there is only one logic parameter to be set and there are fewer corresponding options, multiple options of the logic parameter can be directly displayed as the logic parameter setting control. The above-mentioned first setting operation is usually to select an option from the multiple options displayed.

[0058] When there are multiple logical parameters to be set, or the options corresponding to the logical parameters require a large display space, in order to save screen space, the logical parameter setting control can be just a control for triggering the logical parameter setting. Players can perform trigger operations such as clicking or long pressing the control, and in response to the trigger operation acting on the logical parameter setting control, multiple options corresponding to the preset logical parameters to be set are displayed. The logical parameters to be set can be one or more. Figure 5 As shown, taking the example that the logic parameters to be set include parameter 1 and parameter 2, parameter 1 corresponds to option 1 and option 2, parameter 2 corresponds to option 3 and option 4, and gray indicates that the option is in the selected state.

[0059] The above-mentioned logic parameters to be set usually include at least one of the following information: multiple trigger conditions corresponding to preset game behaviors, or multiple game behaviors corresponding to preset trigger conditions. That is, the logic parameters to be set are usually used to set one or some game behavior trigger conditions, or to set the game behavior corresponding to a certain trigger condition.

[0060] Among them, the preset game behavior may include one or more game behaviors among the preset multiple game behaviors. For example, the preset game behavior may include both movement behavior and attack behavior, that is, approaching the enemy object and attacking it. The trigger condition corresponding to the preset game behavior includes the state of the game object related to the preset game behavior, and may also include the behavior result of the game behavior related to the preset game behavior, or both. Among them, the game object related to the preset game behavior can be the executor of the game behavior, that is, the controlled virtual object, or it can be the execution object of the game behavior. For example, when the game behavior is the prop acquisition behavior, the execution object is the virtual prop. The above state is usually determined based on the attributes of the game object, the game behavior executed by the game object, or the game behavior acting on the game object. There may be multiple specifics, which are not limited here. The above game behavior related to the preset game behavior can be a game behavior that switches with the preset game behavior. For example, when the controlled virtual object performs the movement behavior, it can switch to the prop acquisition behavior; and when the controlled virtual object performs the attack behavior, it is usually difficult to switch to the prop acquisition behavior. Therefore, the prop acquisition behavior is a game behavior related to the movement behavior, rather than a game behavior related to the attack behavior. The specific settings can be made according to the requirements and are not restricted here.

[0061] When the logic parameter to be set corresponds to a preset game behavior, each corresponding option represents a trigger condition of the preset game behavior, and different options correspond to different trigger conditions. For example, the preset game behavior corresponding to the logic parameter to be set can be a prop replacement behavior, and the options corresponding to the logic parameter to be set include a first option and a second option; wherein the trigger condition corresponding to the first option is: the number of first virtual props owned by the controlled virtual object is equal to the preset number threshold, and the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one virtual prop in the first virtual prop; the target prop has a pick-up attribute, and the distance between the target prop and the controlled virtual object is less than or equal to the preset distance threshold. The trigger condition corresponding to the second option is: the number of first virtual props owned by the controlled virtual object is equal to the preset number threshold, and the attribute value of the second attribute of the target prop is greater than the attribute value of the second attribute of at least one virtual prop in the first virtual prop; wherein the first attribute is different from the second attribute.

[0062] The above-mentioned quantity threshold is usually the maximum number of game props that the controlled virtual object can have. The above-mentioned first option means that when the controlled virtual object can pick up the target prop, the condition for replacing the target prop with the game prop owned by the controlled virtual object is: the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one game prop owned by the controlled virtual object. The first attribute can be multiple, such as virtual value, combat power value, etc. The difference between the second option and the first option is that the first attribute in the condition is replaced by the second attribute, for example, the first attribute is a life value improvement attribute, and the second attribute can be a combat value improvement attribute. This logical parameter is used to set the preference for prop attributes when picking up props.

[0063] When the logic parameter to be set corresponds to a preset trigger condition, each option represents a game behavior corresponding to the preset trigger condition, and different options correspond to different game behaviors corresponding to the preset trigger conditions. In a specific implementation, the preset trigger condition corresponding to the logic parameter to be set can be: the distance between the first virtual object and the controlled virtual object is less than or equal to the specified distance, which is equivalent to the enemy object encountered by the controlled virtual object. Among them, the first virtual object and the controlled virtual object are in the game scene together, and the game camp where the first virtual object is located is different from the game camp where the controlled virtual object is located, that is, the first virtual object is the enemy object of the controlled virtual object.

[0064] In order to distinguish from the first option and the second option mentioned above, the options corresponding to the logical parameters to be set are called the third option and the fourth option. The game behaviors corresponding to the third option include: a first moving behavior and an attacking behavior; the moving direction corresponding to the first moving behavior is the direction toward the first virtual object; the game behaviors corresponding to the fourth option include: a second moving behavior; the moving direction corresponding to the second moving behavior is the direction away from the first virtual object. That is, the third option is that after the controlled virtual object encounters an enemy object, it moves toward the enemy object and attacks it; the fourth option is that after the controlled virtual object encounters an enemy object, it needs to move away from the enemy object, that is, escape. When different options are selected, the controlled virtual object will perform different game behaviors after encountering an enemy object.

[0065] The player can click, long press, and other operations on an option to select the option. For the convenience of writing, the option selected by the player is called the first option. In actual applications, the first option can be any one of the multiple options. In response to the selection operation for at least one of the multiple options, the selected option is determined as the target option; in some cases, it can be set to allow multiple selections of options. It is then necessary to update the game behavior logic based on the logic parameters to be set and the target options. The processing logic corresponding to the logic parameters to be set in the game behavior logic before the update is usually also used as an option. When the player does not make a selection, the option displayed in the unselected state is the option corresponding to the logic used in the current game behavior logic.

[0066] When the logic parameter to be set corresponds to a preset game behavior and each option represents a trigger condition of the preset game behavior, it is necessary to update the trigger condition of the preset game behavior in the game behavior logic to the trigger condition corresponding to the target option.

[0067] When the logic parameter to be set corresponds to a preset trigger condition, and each option represents a game behavior corresponding to the preset trigger condition, the game behavior corresponding to the preset trigger condition in the game behavior logic needs to be updated to the game behavior corresponding to the target option.

[0068] In order to facilitate players to set the scene range in which the controlled virtual objects need to perform game behaviors in automatic mode, in response to the automatic mode triggering operation, a scene range setting control can be displayed in the graphical user interface. This setting control can be displayed in parallel with the logic parameter setting control, or it can be displayed in the graphical user interface only after the player triggers the logic parameter setting control. The specific setting can be based on needs and is not limited here.

[0069] The player can perform a setting operation on the scene range setting control. To distinguish it from the above setting operation, the setting operation can be referred to as a second setting operation. In response to the second setting operation on the scene range setting control, based on the range parameter corresponding to the second setting operation and the current position of the controlled virtual object, the target scene range is determined, and the controlled virtual object is controlled to perform at least one of the multiple game behaviors in the target scene range.

[0070] The scene range setting control may include a slider and a moving area of ​​the slider, such as Figure 6As shown. At this time, the above-mentioned second setting operation can be a sliding operation acting on the slider. When the player releases the contact of the sliding operation, the range parameter corresponding to the position of the slider in the moving area at this time is the range parameter used to determine the target scene range subsequently. Among them, the moving area has a corresponding range parameter range, which is usually determined by the upper and lower limits of the range parameter. The lower limit is usually pre-set, and the upper limit of the range parameter range can also be pre-set, or determined based on the size of the game scene. It is usually necessary to ensure that the target scene range determined based on the upper limit is less than or equal to the size of the game scene.

[0071] The above range parameter may be a range radius or a range area. When the range parameter is a range radius, when determining the target scene range, the range radius corresponding to the second setting operation may be used as the radius, and the current position of the controlled virtual object may be used as a circle, thereby determining a circular scene area in the game scene; and determining the circular scene area as the target scene range.

[0072] In order to facilitate players to control the time that the controlled virtual object is in automatic mode, a mode duration setting control can be displayed in the graphical user interface in response to the automatic mode trigger operation. The control can be displayed as an input box mode, and the player can enter a value to set the time length; the control can also be displayed as a slider control, and the player can slide the slider in the slider control to change the position of the slider on the slider, thereby changing the time that the controlled virtual object is in automatic mode.

[0073] The above operation can be referred to as a third setting operation. In response to the third setting operation acting on the mode duration setting control, the target duration of the controlled virtual object in the automatic mode is determined. The time length set by the player through the mode duration setting control can be the total duration of the controlled virtual object in the automatic mode, that is, the above target duration; it can also be the duration that the controlled virtual object still needs to be in the automatic mode, then the target duration is the sum of the set duration and the duration that the controlled virtual object has been in the automatic mode. In response to the duration that the controlled virtual object is in the automatic mode reaching the target duration, the controlled virtual object is stopped from being controlled according to the preset game behavior logic to perform at least one of the preset multiple game behaviors in the game scene. At this point, the player control mode is restored.

[0074] The present disclosure also provides another control method in a game. Figure 1 The method is implemented based on the method shown in FIG. This method adds an "auto-combat" button (equivalent to the above-mentioned "first control") in the HUD of the graphical user interface that displays the game scene. After the player clicks the control, the controlled virtual object enters the auto-combat state, and the graphical user interface displays the auto-combat state indicator, such as Figure 7When the controlled virtual object is in the automatic combat state, the player can customize the behavior logic of the controlled virtual object in the automatic combat state according to his own needs.

[0075] HUD is the abbreviation of Heads Up Display, which means "head-up display". In games, it usually refers to the interface or window of various information that players obtain in real time during the game. This information may include the player's health, energy, map, task prompts, etc. Through HUD, players can easily understand their status and surrounding environment during the game, so as to make better decisions and operations.

[0076] After the controlled virtual object enters the automatic combat state, the controlled virtual object player is most likely to move in the map. When supplies are detected within a range of N meters nearby, they will be picked up. When enemies are detected within a range of N meters nearby, they will automatically shoot until the enemy is defeated.

[0077] In the automatic combat state, the player can click the close button to exit, or manually click the direction wheel or the attack button to exit.

[0078] In order to facilitate players to set the behavior logic of the controlled virtual objects, after entering the automatic combat state, a gear button (equivalent to the above-mentioned "logic parameter setting control") is displayed on the graphical user interface, such as Figure 8 As shown. Players can click the "gear button" to set up, and can customize the combat status according to their own needs.

[0079] Specifically, players can set the behavior logic for picking up items and encountering enemies, and can also set the battle range (equivalent to the "above-mentioned target scene range").

[0080] After the player clicks the gear button, the graphical user interface will display the pickup priority, the corresponding settings for the enemy encountered, and the corresponding slider control for the combat range (also known as the "progress bar"), such as Fig. 9 As shown. Players can choose to prioritize high-level supplies or equipment supplies: when high-value supplies are selected, the controlled virtual object will automatically replace the supplies with lower-value supplies when it encounters higher-value supplies during the automatic pickup process; when high-power supplies are selected, the controlled virtual object will automatically replace the supplies with higher-power supplies when it encounters higher-power supplies during the automatic pickup process.

[0081] Players can choose to prioritize attack or evasion when encountering an enemy: when attack priority is chosen, if an enemy is detected within a nearby range of N meters, the controlled virtual object will automatically search for the enemy's position and attack the enemy; when evasion priority is chosen, if an enemy is detected within a nearby range of N meters, the controlled virtual object will automatically move N+M meters away from the enemy.

[0082] Players can drag the progress bar of the battle range setting control to set the battle range (based on the diameter of the current character's position, with the maximum value being the diameter of the game map), and can move within the set diameter range.

[0083] In the above method, when the controlled virtual object is in automatic combat state, the player can change the priority of the materials picked up by the controlled virtual object and the behavior logic when encountering the enemy based on needs, which improves the flexibility of the game and enhances the player's gaming experience.

[0084] For the above method embodiments, see Fig.10 A control device in a game is shown, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; the device includes:

[0085] The automatic mode trigger module 1002 is used to control the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic in response to the automatic mode trigger operation; the game behavior logic is used to define the trigger conditions of the plurality of game behaviors;

[0086] A game behavior logic updating module 1004, configured to update the game behavior logic in response to a logic parameter setting operation and based on logic parameters corresponding to the logic parameter setting operation;

[0087] The automatic mode control module 1006 is used to control the controlled virtual object to perform at least one of the multiple game behaviors according to the updated game behavior logic.

[0088] The control device in the above-mentioned game, in response to the automatic mode triggering operation, controls the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic; the game behavior logic is used to define the triggering conditions of the multiple game behaviors; in response to the logic parameter setting operation, the game behavior logic is updated based on the logic parameters corresponding to the logic parameter setting operation; and the controlled virtual object is controlled to perform at least one of the multiple game behaviors according to the updated game behavior logic. In this way, the player can change the behavior logic of the controlled virtual object in the automatic mode based on the needs, which meets the player's adjustment needs for the automatic combat process, improves the flexibility of the game, and enhances the player's gaming experience.

[0089] The above-mentioned graphical user interface displays a first control; the automatic mode trigger module is also used to: respond to a trigger operation on the first control, and control the controlled virtual object to perform at least one of the preset multiple game behaviors according to the preset game behavior logic.

[0090] The above-mentioned game behaviors include at least one of the following behaviors: moving behavior, attacking behavior, item picking behavior and item replacing behavior.

[0091] The above-mentioned device also includes: a first control display module, which is used to display a logic parameter setting control on a graphical user interface in response to an automatic mode trigger operation; the game behavior logic update module is also used to: respond to a first setting operation acting on the logic parameter setting control, and update the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation.

[0092] The above-mentioned game behavior logic update module is also used to: respond to the first setting operation acting on the logic parameter setting control, and based on the logic parameters corresponding to the logic parameter setting operation, update the game behavior logic, including: responding to the trigger operation acting on the logic parameter setting control, displaying multiple options corresponding to the preset logic parameters to be set; wherein the logic parameters to be set include at least one of the following information: multiple trigger conditions corresponding to the preset game behaviors, and multiple game behaviors corresponding to the preset trigger conditions; in response to the selection operation for at least one option among the multiple options, determining the selected option as the target option; based on the logic parameters to be set and the target option, updating the game behavior logic.

[0093] The above-mentioned preset game behaviors include one or more game behaviors among the preset multiple game behaviors; the trigger conditions corresponding to the preset game behaviors include the state of the game objects related to the preset game behaviors, and / or the behavior results of the game behaviors related to the preset game behaviors.

[0094] The above-mentioned logic parameters to be set correspond to preset game behaviors; the options corresponding to the logic parameters to be set represent the trigger conditions of the preset game behaviors; different options correspond to different trigger conditions; the above-mentioned game behavior logic update module is also used to: update the trigger conditions of the preset game behaviors in the game behavior logic to the trigger conditions corresponding to the target options.

[0095] The preset game behaviors corresponding to the above-mentioned logical parameters to be set include prop replacement behaviors; the options corresponding to the logical parameters to be set include a first option and a second option; the trigger condition corresponding to the first option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, and the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one virtual prop in the first virtual props; the target prop has a pick-up attribute, and the distance between the target prop and the controlled virtual object is less than or equal to a preset distance threshold; the trigger condition corresponding to the second option is: the number of first virtual props owned by the controlled virtual object is equal to the preset number threshold, and the attribute value of the second attribute of the target prop is greater than the attribute value of the second attribute of at least one virtual prop in the first virtual props; wherein, the first attribute is different from the second attribute.

[0096] The above-mentioned logic parameters to be set correspond to preset trigger conditions; the options corresponding to the logic parameters to be set represent the game behaviors corresponding to the preset trigger conditions; different options correspond to different game behaviors; the above-mentioned game behavior logic update module is also used to: update the game behaviors corresponding to the preset trigger conditions in the game behavior logic to the game behaviors corresponding to the target options.

[0097] The above-mentioned game scene also includes at least one first virtual object; the game camp where the first virtual object is located is different from the game camp where the controlled virtual object is located; the preset trigger conditions corresponding to the logical parameters to be set include: the distance between the first virtual object and the controlled virtual object is less than or equal to the specified distance; the options corresponding to the logical parameters to be set include a third option and a fourth option; the game behaviors corresponding to the preset trigger conditions corresponding to the third option include: a first moving behavior and an attacking behavior; the moving direction corresponding to the first moving behavior is the direction toward the first virtual object; the game behaviors corresponding to the preset trigger conditions corresponding to the fourth option include: a second moving behavior; the moving direction corresponding to the second moving behavior is the direction away from the first virtual object.

[0098] The above-mentioned device also includes: a second control display module, which is used to display a scene range setting control on a graphical user interface in response to an automatic mode trigger operation; a range setting module, which is used to respond to a second setting operation for the scene range setting control, and determine the target scene range based on the range parameters corresponding to the second setting operation and the current position of the controlled virtual object; a game behavior control module, which is used to control the controlled virtual object to perform at least one of multiple game behaviors in the target scene range.

[0099] The above range parameters include a range radius; the range setting module is also used to determine a circular scene area in the game scene with the range radius corresponding to the second setting operation as the radius and the current position of the controlled virtual object as the circle; and determine the circular scene area as the target scene range.

[0100] The scene range setting control includes a slider and a moving area of ​​the slider; the moving area has a corresponding range parameter range; the upper limit of the range parameter range is determined based on the size of the game scene.

[0101] The above-mentioned device also includes: a third control display module, which is used to display a mode duration setting control in a graphical user interface in response to an automatic mode triggering operation; a duration setting module, which is used to respond to a third setting operation acting on the mode duration setting control and determine the target duration of the controlled virtual object being in the automatic mode; and an automatic mode stop module, which is used to stop controlling the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to a preset game behavior logic in response to the duration of the controlled virtual object being in the automatic mode reaching the target duration.

[0102] The above-mentioned device also includes: a fourth control display module, which is used to set the first control to an untriggerable state and display a cancel control on the graphical user interface, or replace the first control with the cancel control; respond to the triggering operation of the cancel control, and cancel the control of the controlled virtual object to perform game behavior according to the preset game behavior logic.

[0103] The above-mentioned graphical user interface also displays multiple control controls; the control controls are used to: control the controlled virtual object to perform game behaviors among multiple game behaviors; the above-mentioned device also includes: an automatic mode cancellation module, which is used to respond to the control operation of any control control among the multiple control controls, and cancel the control of the controlled virtual object to perform game behaviors according to the preset game behavior logic.

[0104] The above-mentioned device also includes: an identification display module, which is used to display a first identification on a graphical user interface in response to an automatic mode triggering operation; a display format display module, which is used to display a controlled virtual object in a first display format; the first identification is used to indicate the automatic mode; the first display format is different from the initial display format of the controlled virtual object.

[0105] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the above game, for example:

[0106] In response to an automatic mode triggering operation, the controlled virtual object is controlled to perform at least one of a plurality of preset game behaviors in a game scene according to a preset game behavior logic; the game behavior logic is used to define trigger conditions for a plurality of game behaviors; in response to a logic parameter setting operation, the game behavior logic is updated based on logic parameters corresponding to the logic parameter setting operation; and the controlled virtual object is controlled to perform at least one of a plurality of game behaviors according to the updated game behavior logic.

[0107] In the above method, players can change the behavior logic of the controlled virtual object in the automatic mode based on their needs, which meets the players' needs for adjusting the automatic combat process, improves the flexibility of the game, and enhances the players' gaming experience.

[0108] Optionally, the above-mentioned graphical user interface displays a first control; in response to an automatic mode trigger operation, the step of controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic includes: responding to a trigger operation for the first control, controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic.

[0109] Optionally, the above-mentioned game behavior includes at least one of the following behaviors: moving behavior, attacking behavior, item picking behavior and item replacing behavior.

[0110] Optionally, the above method also includes: in response to an automatic mode triggering operation, displaying a logic parameter setting control on a graphical user interface; in response to the logic parameter setting operation, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation, including: in response to a first setting operation acting on the logic parameter setting control, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation.

[0111] Optionally, the above-mentioned step of updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation in response to the first setting operation acting on the logic parameter setting control includes: responding to the first setting operation acting on the logic parameter setting control, and updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation, including: responding to the trigger operation acting on the logic parameter setting control, displaying multiple options corresponding to the preset logic parameters to be set; wherein the logic parameters to be set include at least one of the following information: multiple trigger conditions corresponding to preset game behaviors, and multiple game behaviors corresponding to the preset trigger conditions; in response to a selection operation for at least one of the multiple options, determining the selected option as the target option; updating the game behavior logic based on the logic parameters to be set and the target option.

[0112] Optionally, the above-mentioned preset game behavior includes one or more game behaviors among multiple preset game behaviors; the trigger condition corresponding to the preset game behavior includes the state of the game object related to the preset game behavior, and / or the behavior result of the game behavior related to the preset game behavior.

[0113] Optionally, the above-mentioned logical parameters to be set correspond to preset game behaviors; the options corresponding to the logical parameters to be set represent the trigger conditions of the preset game behaviors; different options correspond to different trigger conditions; based on the logical parameters to be set and the target options, the step of updating the game behavior logic includes: updating the trigger conditions of the preset game behaviors in the game behavior logic to the trigger conditions corresponding to the target options.

[0114] Optionally, the preset game behavior corresponding to the above-mentioned logical parameters to be set includes prop replacement behavior; the options corresponding to the logical parameters to be set include a first option and a second option; the trigger condition corresponding to the first option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, and the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one virtual prop in the first virtual props; the target prop has a pick-up attribute, and the distance between the target prop and the controlled virtual object is less than or equal to a preset distance threshold; the trigger condition corresponding to the second option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, and the attribute value of the second attribute of the target prop is greater than the attribute value of the second attribute of at least one virtual prop in the first virtual props; wherein, the first attribute is different from the second attribute.

[0115] Optionally, the above-mentioned logical parameters to be set correspond to preset trigger conditions; the options corresponding to the logical parameters to be set represent game behaviors corresponding to the preset trigger conditions; different options correspond to different game behaviors; based on the logical parameters to be set and the target options, the step of updating the game behavior logic includes: updating the game behavior corresponding to the preset trigger conditions in the game behavior logic to the game behavior corresponding to the target option.

[0116] Optionally, the above-mentioned game scene also includes at least one first virtual object; the game camp where the first virtual object is located is different from the game camp where the controlled virtual object is located; the preset trigger condition corresponding to the logical parameter to be set includes: the distance between the first virtual object and the controlled virtual object is less than or equal to the specified distance; the options corresponding to the logical parameter to be set include a third option and a fourth option; the game behaviors corresponding to the preset trigger condition corresponding to the third option include: a first moving behavior and an attacking behavior; the moving direction corresponding to the first moving behavior is the direction toward the first virtual object; the game behaviors corresponding to the preset trigger condition corresponding to the fourth option include: a second moving behavior; the moving direction corresponding to the second moving behavior is the direction away from the first virtual object.

[0117] Optionally, the above method also includes: in response to an automatic mode trigger operation, displaying a scene range setting control on a graphical user interface; in response to a second setting operation for the scene range setting control, determining a target scene range based on a range parameter corresponding to the second setting operation and a current position of the controlled virtual object; and controlling the controlled virtual object to perform at least one of a plurality of game behaviors within the target scene range.

[0118] Optionally, the above-mentioned range parameters include a range radius; based on the range parameters corresponding to the second setting operation and the current position of the controlled virtual object, the step of updating the target scene range includes: taking the range radius corresponding to the second setting operation as the radius and the current position of the controlled virtual object as the circle, determining a circular scene area in the game scene; and determining the circular scene area as the target scene range.

[0119] Optionally, the scene range setting control includes a slider and a moving area of ​​the slider; the moving area has a corresponding range parameter range; and the upper limit of the range parameter range is determined based on the size of the game scene.

[0120] Optionally, the method further includes: in response to an automatic mode triggering operation, displaying a mode duration setting control on a graphical user interface; in response to a third setting operation acting on the mode duration setting control, determining a target duration for the controlled virtual object to be in automatic mode; in response to the duration for which the controlled virtual object is in automatic mode reaching the target duration, stopping controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic.

[0121] Optionally, after the above-mentioned response to the trigger operation of the first control controls the controlled virtual object to perform at least one of the preset multiple game behaviors according to the preset game behavior logic, the above-mentioned method also includes: setting the first control to an untriggerable state and displaying a cancel control on the graphical user interface, or replacing the first control with a cancel control; responding to the trigger operation of the cancel control, canceling the control of the controlled virtual object to perform the game behavior according to the preset game behavior logic.

[0122] Optionally, the above-mentioned graphical user interface also displays multiple control controls; the control controls are used to: control the controlled virtual object to perform game behaviors among multiple game behaviors; in response to the automatic mode trigger operation, after controlling the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic, the method also includes: responding to the control operation of any control control among the multiple control controls, canceling the control of the controlled virtual object to perform the game behavior according to the preset game behavior logic.

[0123] Optionally, the above method also includes: in response to an automatic mode triggering operation, displaying a first identifier on a graphical user interface, and / or displaying a controlled virtual object in a first display format; the first identifier is used to indicate the automatic mode; the first display format is different from an initial display format of the controlled virtual object.

[0124] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the control method in the above game.

[0125] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0126] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0127] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0128] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the above game.

[0129] The embodiments of the present disclosure provide a control method, device, and electronic device in a game, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the foregoing method embodiments, for example:

[0130] In response to an automatic mode triggering operation, the controlled virtual object is controlled to perform at least one of a plurality of preset game behaviors in a game scene according to a preset game behavior logic; the game behavior logic is used to define trigger conditions for a plurality of game behaviors; in response to a logic parameter setting operation, the game behavior logic is updated based on logic parameters corresponding to the logic parameter setting operation; and the controlled virtual object is controlled to perform at least one of a plurality of game behaviors according to the updated game behavior logic.

[0131] In the above method, players can change the behavior logic of the controlled virtual object in the automatic mode based on their needs, which meets the players' needs for adjusting the automatic combat process, improves the flexibility of the game, and enhances the players' gaming experience.

[0132] Optionally, the above-mentioned graphical user interface displays a first control; in response to an automatic mode trigger operation, the step of controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic includes: responding to a trigger operation for the first control, controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic.

[0133] Optionally, the above-mentioned game behavior includes at least one of the following behaviors: moving behavior, attacking behavior, item picking behavior and item replacing behavior.

[0134] Optionally, the above method also includes: in response to an automatic mode triggering operation, displaying a logic parameter setting control on a graphical user interface; in response to the logic parameter setting operation, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation, including: in response to a first setting operation acting on the logic parameter setting control, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation.

[0135] Optionally, the above-mentioned step of updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation in response to the first setting operation acting on the logic parameter setting control includes: responding to the first setting operation acting on the logic parameter setting control, and updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation, including: responding to the trigger operation acting on the logic parameter setting control, displaying multiple options corresponding to the preset logic parameters to be set; wherein the logic parameters to be set include at least one of the following information: multiple trigger conditions corresponding to preset game behaviors, and multiple game behaviors corresponding to the preset trigger conditions; in response to a selection operation for at least one of the multiple options, determining the selected option as the target option; updating the game behavior logic based on the logic parameters to be set and the target option.

[0136] Optionally, the above-mentioned preset game behavior includes one or more game behaviors among the preset multiple game behaviors; the trigger condition corresponding to the preset game behavior includes the state of the game object related to the preset game behavior, and / or, the behavior result of the game behavior related to the preset game behavior.

[0137] Optionally, the above-mentioned logical parameters to be set correspond to preset game behaviors; the options corresponding to the logical parameters to be set represent the trigger conditions of the preset game behaviors; different options correspond to different trigger conditions; based on the logical parameters to be set and the target options, the step of updating the game behavior logic includes: updating the trigger conditions of the preset game behaviors in the game behavior logic to the trigger conditions corresponding to the target options.

[0138] Optionally, the preset game behavior corresponding to the above-mentioned logical parameters to be set includes prop replacement behavior; the options corresponding to the logical parameters to be set include a first option and a second option; the trigger condition corresponding to the first option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, and the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one virtual prop in the first virtual props; the target prop has a pick-up attribute, and the distance between the target prop and the controlled virtual object is less than or equal to a preset distance threshold; the trigger condition corresponding to the second option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, and the attribute value of the second attribute of the target prop is greater than the attribute value of the second attribute of at least one virtual prop in the first virtual props; wherein, the first attribute is different from the second attribute.

[0139] Optionally, the above-mentioned logical parameters to be set correspond to preset trigger conditions; the options corresponding to the logical parameters to be set represent game behaviors corresponding to the preset trigger conditions; different options correspond to different game behaviors; based on the logical parameters to be set and the target options, the step of updating the game behavior logic includes: updating the game behavior corresponding to the preset trigger conditions in the game behavior logic to the game behavior corresponding to the target option.

[0140] Optionally, the above-mentioned game scene also includes at least one first virtual object; the game camp where the first virtual object is located is different from the game camp where the controlled virtual object is located; the preset trigger condition corresponding to the logical parameter to be set includes: the distance between the first virtual object and the controlled virtual object is less than or equal to the specified distance; the options corresponding to the logical parameter to be set include a third option and a fourth option; the game behaviors corresponding to the preset trigger condition corresponding to the third option include: a first moving behavior and an attacking behavior; the moving direction corresponding to the first moving behavior is the direction toward the first virtual object; the game behaviors corresponding to the preset trigger condition corresponding to the fourth option include: a second moving behavior; the moving direction corresponding to the second moving behavior is the direction away from the first virtual object.

[0141] Optionally, the above method also includes: in response to an automatic mode trigger operation, displaying a scene range setting control on a graphical user interface; in response to a second setting operation for the scene range setting control, determining a target scene range based on a range parameter corresponding to the second setting operation and a current position of the controlled virtual object; and controlling the controlled virtual object to perform at least one of a plurality of game behaviors within the target scene range.

[0142] Optionally, the above-mentioned range parameters include a range radius; based on the range parameters corresponding to the second setting operation and the current position of the controlled virtual object, the step of updating the target scene range includes: taking the range radius corresponding to the second setting operation as the radius and the current position of the controlled virtual object as the circle, determining a circular scene area in the game scene; and determining the circular scene area as the target scene range.

[0143] Optionally, the scene range setting control includes a slider and a moving area of ​​the slider; the moving area has a corresponding range parameter range; and the upper limit of the range parameter range is determined based on the size of the game scene.

[0144] Optionally, the method further includes: in response to an automatic mode triggering operation, displaying a mode duration setting control on a graphical user interface; in response to a third setting operation acting on the mode duration setting control, determining a target duration for the controlled virtual object to be in automatic mode; in response to the duration for which the controlled virtual object is in automatic mode reaching the target duration, stopping controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic.

[0145] Optionally, after the above-mentioned response to the trigger operation of the first control controls the controlled virtual object to perform at least one of the preset multiple game behaviors according to the preset game behavior logic, the above-mentioned method also includes: setting the first control to an untriggerable state and displaying a cancel control on the graphical user interface, or replacing the first control with a cancel control; responding to the trigger operation of the cancel control, canceling the control of the controlled virtual object to perform the game behavior according to the preset game behavior logic.

[0146] Optionally, the above-mentioned graphical user interface also displays multiple control controls; the control controls are used to: control the controlled virtual object to perform game behaviors among multiple game behaviors; in response to the automatic mode trigger operation, after controlling the controlled virtual object to perform at least one of the preset multiple game behaviors in the game scene according to the preset game behavior logic, the method also includes: responding to the control operation of any control control among the multiple control controls, canceling the control of the controlled virtual object to perform the game behavior according to the preset game behavior logic.

[0147] Optionally, the above method also includes: in response to an automatic mode triggering operation, displaying a first identifier on a graphical user interface, and / or displaying a controlled virtual object in a first display format; the first identifier is used to indicate the automatic mode; the first display format is different from an initial display format of the controlled virtual object.

[0148] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0149] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0150] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0151] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0152] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A control method in a game, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays the game scene where the controlled virtual object is located; the method comprises: In response to the automatic mode triggering operation, the controlled virtual object is controlled to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic; the game behavior logic is used to define the triggering conditions of the plurality of game behaviors; In response to a logic parameter setting operation, updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation; The controlled virtual object is controlled according to the updated game behavior logic to perform at least one game behavior among the multiple game behaviors.

2. The method according to claim 1, characterized in that The graphical user interface displays a first control; In response to the automatic mode triggering operation, the step of controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors according to a preset game behavior logic comprises: In response to a trigger operation on the first control, the controlled virtual object is controlled according to a preset game behavior logic to perform at least one game behavior among a plurality of preset game behaviors.

3. The method according to claim 1, characterized in that: The game behavior includes at least one of the following behaviors: moving behavior, attacking behavior, item picking behavior and item replacing behavior.

4. The method according to claim 1, characterized in that: The method further comprises: In response to an automatic mode triggering operation, displaying a logic parameter setting control on the graphical user interface; In response to a logic parameter setting operation, the step of updating the game behavior logic based on the logic parameters corresponding to the logic parameter setting operation includes: In response to a first setting operation acting on the logic parameter setting control, the game behavior logic is updated based on the logic parameters corresponding to the logic parameter setting operation.

5. The method according to claim 4, characterized in that In response to a first setting operation acting on the logic parameter setting control, the step of updating the game behavior logic based on the logic parameter corresponding to the logic parameter setting operation includes: In response to a triggering operation on the logic parameter setting control, a plurality of options corresponding to preset logic parameters to be set are displayed; The logic parameter to be set includes at least one of the following information: a plurality of trigger conditions corresponding to a preset game behavior, and a plurality of game behaviors corresponding to the preset trigger conditions; In response to a selection operation on at least one option among the plurality of options, determining the selected option as a target option; Based on the logic parameters to be set and the target options, the game behavior logic is updated.

6. The method according to claim 5, characterized in that The preset game behavior includes one or more game behaviors among the preset multiple game behaviors; The trigger condition corresponding to the preset game behavior includes the state of the game object related to the preset game behavior, and / or the behavior result of the game behavior related to the preset game behavior.

7. The method according to claim 5, characterized in that The logic parameter to be set corresponds to a preset game behavior; the option corresponding to the logic parameter to be set represents a trigger condition of the preset game behavior; Different options correspond to different trigger conditions; The step of updating the game behavior logic based on the logic parameters to be set and the target options includes: The trigger condition of the preset game behavior in the game behavior logic is updated to the trigger condition corresponding to the target option.

8. The method according to claim 5, characterized in that The preset game behavior corresponding to the logic parameter to be set includes a prop replacement behavior; the options corresponding to the logic parameter to be set include a first option and a second option; The triggering condition corresponding to the first option is: the number of first virtual props owned by the controlled virtual object is equal to a preset number threshold, the attribute value of the first attribute of the target prop is greater than the attribute value of the first attribute of at least one virtual prop in the first virtual props; the target prop has a pick-up attribute, and the distance between the target prop and the controlled virtual object is less than or equal to a preset distance threshold; The trigger condition corresponding to the second option is: the number of first virtual props owned by the controlled virtual object is equal to a preset quantity threshold, and the attribute value of the second attribute of the target prop is greater than the attribute value of the second attribute of at least one virtual prop in the first virtual props; wherein the first attribute is different from the second attribute.

9. The method according to claim 5, characterized in that The logic parameter to be set corresponds to a preset trigger condition; the option corresponding to the logic parameter to be set represents the game behavior corresponding to the preset trigger condition; Different options correspond to different game behaviors; The step of updating the game behavior logic based on the logic parameters to be set and the target options includes: The game behavior corresponding to the preset trigger condition in the game behavior logic is updated to the game behavior corresponding to the target option.

10. The method according to claim 5, characterized in that The game scene also includes at least one first virtual object; the game camp where the first virtual object is located is different from the game camp where the controlled virtual object is located; The preset triggering condition corresponding to the logic parameter to be set includes: the distance between the first virtual object and the controlled virtual object is less than or equal to a specified distance; The options corresponding to the logic parameters to be set include the third option and the fourth option; The game behaviors corresponding to the preset trigger condition corresponding to the third option include: a first movement behavior and an attack behavior; the movement direction corresponding to the first movement behavior is the direction toward the first virtual object; The game behavior corresponding to the preset trigger condition corresponding to the fourth option includes: a second movement behavior; the moving direction corresponding to the second movement behavior is a direction away from the first virtual object.

11. The method according to claim 1, characterized in that: The method further comprises: In response to an automatic mode triggering operation, displaying a scene range setting control on the graphical user interface; In response to a second setting operation for the scene range setting control, determining a target scene range based on a range parameter corresponding to the second setting operation and a current position of the controlled virtual object; The controlled virtual object is controlled to perform at least one game behavior among the plurality of game behaviors in the target scene range.

12. The method according to claim 11, characterized in that The range parameters include a range radius; The step of updating the target scene range based on the range parameter corresponding to the second setting operation and the current position of the controlled virtual object includes: Taking the range radius corresponding to the second setting operation as the radius and the current position of the controlled virtual object as the circle, determining a circular scene area in the game scene; The circular scene area is determined as the target scene range.

13. The method according to claim 11, characterized in that The scene range setting control includes a slider and a moving area of ​​the slider; the moving area has a corresponding range parameter range; the upper limit of the range parameter range is determined based on the size of the game scene.

14. The method according to claim 1, characterized in that The method further comprises: In response to the automatic mode triggering operation, displaying a mode duration setting control on the graphical user interface; In response to a third setting operation acting on the mode duration setting control, determining a target duration for the controlled virtual object to be in the automatic mode; In response to the duration of the controlled virtual object being in the automatic mode reaching the target duration, stopping controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic.

15. The method according to claim 2, characterized in that After responding to the trigger operation on the first control and controlling the controlled virtual object to perform at least one of the preset multiple game behaviors according to the preset game behavior logic, the method further includes: Setting the first control to a non-triggerable state and displaying a cancel control on the graphical user interface, or replacing the first control with a cancel control; In response to the triggering operation on the cancel control, the controlled virtual object is controlled to execute the game behavior according to the preset game behavior logic.

16. The method according to claim 1, characterized in that The graphical user interface also displays a plurality of control controls; the control controls are used to: control the controlled virtual object to perform a game behavior among the plurality of game behaviors; In response to the automatic mode triggering operation, after controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic, the method further includes: In response to a control operation on any one of the multiple control controls, the controlled virtual object is controlled to perform the game behavior according to a preset game behavior logic.

17. The method according to claim 1, characterized in that The method further comprises: In response to an automatic mode triggering operation, a first identifier is displayed on the graphical user interface, and / or the controlled virtual object is displayed in a first display format; the first identifier is used to indicate the automatic mode; the first display format is different from an initial display format of the controlled virtual object.

18. A control device in a game, characterized in that: A graphical user interface is provided through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; the device comprises: An automatic mode triggering module, for responding to an automatic mode triggering operation, controlling the controlled virtual object to perform at least one of a plurality of preset game behaviors in the game scene according to a preset game behavior logic; the game behavior logic is used to define triggering conditions for the plurality of game behaviors; A game behavior logic updating module, configured to update the game behavior logic in response to a logic parameter setting operation and based on logic parameters corresponding to the logic parameter setting operation; The automatic mode control module is used to control the controlled virtual object to perform at least one game behavior among the multiple game behaviors according to the updated game behavior logic.

19. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the game described in any one of claims 1-17.

20. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the game described in any one of claims 1-17.

Citation Information

Cited By

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