Game object control method and device and electronic equipment

By monitoring and setting the status in the game object control method, changing the battle mode of the hostile camp, solving the problems of game time and resource utilization in the existing technology, and improving the game efficiency and diversity of battle modes.

CN119236410APending Publication Date: 2025-01-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411087750.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-08
Publication Date
2025-01-03

AI Technical Summary

Technical Problem

In existing asymmetric competitive games, single operation leads to a long time-consuming gameplay, occupies a lot of game resources, and lacks the diversity of combat methods.

Method used

In the game object control method, the target game scene is provided in response to the game game start command, the behavior of the enemy camp objects is monitored, and the debuff or gain state is set according to the preset state conditions, changing the battle method of the enemy's two sides.

Benefits of technology

提高了游戏对局效率,节约了游戏资源,增加了对战方式的丰富性,使敌对双方的博弈机制更加复杂。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game object control method and device and electronic equipment. The method comprises the following steps: monitoring an object behavior of a second object in response to a behavior monitoring instruction triggered by first terminal equipment; wherein the behavior monitoring instruction comprises a target behavior; and in response to a trigger instruction sent by the second terminal device for the target behavior, setting a specified benefit reduction state for the second object, and / or setting a specified gain state for the first object. In the mode, a first terminal device sends a behavior monitoring instruction for a target behavior, and if a second terminal device sends a triggering instruction of the target behavior, benefit reduction is performed on a second object, or gain is performed on a first object; therefore, the gain and benefit reduction states of both parties of the enemy are changed, the fighting modes of both parties of the enemy are richer, the game playing efficiency is improved, and game resources are saved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for controlling a game object. Background Art

[0002] In asymmetric competitive games, characters from different camps compete with each other. Players can control characters to perform specific operations, thereby reducing the buffs of characters in the enemy camp and increasing the probability of successful killing of characters in the enemy camp; when characters from both camps approach each other, players can use attack skills to kill characters in the enemy camp. The operations in this competitive mode are relatively simple, resulting in a longer game time and occupying more game resources. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for controlling game objects to improve game efficiency and save game resources.

[0004] In a first aspect, an embodiment of the present invention provides a method for controlling a game object, the method comprising: in response to a game match start instruction, providing a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, monitoring the object behavior of the second object; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, setting a specified depletion state for the second object, and / or setting a specified gain state for the first object.

[0005] In a second aspect, an embodiment of the present invention provides a device for controlling a game object, the device comprising: a scene providing module, for providing a game scene corresponding to a target game in response to a game match start instruction; wherein the game scene comprises a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; a behavior monitoring module, for monitoring the object behavior of the second object in response to a behavior monitoring instruction triggered by the first terminal device; wherein the behavior monitoring instruction includes a target behavior; a state setting module, for setting a specified debuff state for the second object in response to a trigger instruction for the target behavior issued by the second terminal device, and / or setting a specified gain state for the first object.

[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 computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game object control method.

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

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

[0009] The above-mentioned method, device and electronic device for controlling game objects provide a game scene corresponding to the target game in response to a game start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

[0010] In this method, the first terminal device issues a behavior monitoring instruction for a target behavior. If the second terminal device issues a trigger instruction for the target behavior, the second object is debuffed or the first object is buffed; thereby changing the buff and debuff status of the two hostile parties, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of a method for controlling a game object provided by an embodiment of the present invention;

[0015] Figure 2A schematic diagram of displaying a specified control provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of displaying an alternative behavior provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of displaying a target behavior provided by an embodiment of the present invention;

[0018] Figure 5 A display diagram of a monitoring mark and a specified monitoring duration provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of displaying a target behavior being triggered provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of displaying a gain mark provided by an embodiment of the present invention;

[0021] Figure 8 A schematic diagram of the structure of a device for controlling a game object provided by an embodiment of the present invention;

[0022] Fig. 9 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention 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 invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0024] Take asymmetric competitive games as an example. The number of players in the two camps is different. For example, the first camp includes one player and the second camp includes multiple players. In a game, the virtual objects controlled by the players in the two camps are located in the same game scene. The first camp is responsible for finding and chasing the second camp, while the second camp avoids the chase and completes the relevant game tasks in the game scene.

[0025] If the second camp completes the game mission and at least one player successfully escapes from the above game scene, the second camp wins the game and the first camp loses; if all players in the second camp are chased by the first camp, the first camp wins the game and the second camp loses.

[0026] During the competition between the first camp and the second camp, players can use methods such as immobilization and skill lock to debuff players in the enemy camp, such as consuming health points and reducing skill parameters. Players with debuffs are more vulnerable to attack. After the characters of the two camps approach each other, players can use attack skills to kill the characters of the enemy camp. The operation in this competitive mode is relatively simple, resulting in a longer game time and occupying more game resources.

[0027] Based on this, a method, device and electronic device for controlling a game object provided by an embodiment of the present invention can be applied to competitive games with multiple camps or multiple roles, for example, asymmetric competitive games.

[0028] In one embodiment of the present disclosure, the method for controlling a game object can be run on a local terminal device or a server. When the method for controlling a game object 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 of the game object 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] In one possible implementation, an embodiment of the present invention provides a method for controlling a game object, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above, and the terminal device in this embodiment is used to trigger instructions and control corresponding objects.

[0032] The above graphical user interface displays a scene screen of the game scene; the scene screen is obtained by a virtual camera in the game scene shooting the game scene; the virtual camera moves with the virtual object controlled by the player. The graphical user interface also displays game information, skill controls and other content.

[0033] like Figure 1 As shown, the method for controlling the game object includes the following steps:

[0034] Step S102, in response to the game match start instruction, providing a game scene corresponding to the target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by the first terminal device, and the second object is controlled by the second terminal device;

[0035] After the game starts, the game scene of the target game is determined, and the first object and the second object of different camps enter the game scene; the game screen of the first terminal device displays the scene screen shot by the virtual camera following the first object, and the first terminal device controls the first object to move in the game scene, release skills, and perform interactive operations with the model in the scene. The game screen of the second terminal device displays the scene screen shot by the virtual camera following the second object, and the second terminal device controls the second object to move in the game scene, release skills, and perform interactive operations with the model in the scene.

[0036] The first object and the second object belong to different game camps and have a hostile relationship. The first object may include one or more, and the second object may also include one or more; in one example, the game game includes one first object and multiple second objects.

[0037] Step S104, in response to the behavior monitoring instruction triggered by the first terminal device, monitoring the object behavior of the second object; wherein the behavior monitoring instruction includes the target behavior;

[0038] For example, the first terminal device provides a behavior monitoring control, and the aforementioned behavior monitoring instruction is generated by triggering the behavior monitoring control. Before triggering the behavior monitoring instruction, the first terminal device may also provide alternative behaviors, and select a target behavior from the alternative behaviors, and the target behavior is included in the behavior monitoring instruction.

[0039] A behavior monitoring instruction may include multiple target behaviors, or the first terminal device may continuously send multiple behavior monitoring instructions within a certain period of time, each behavior monitoring instruction includes a target behavior, and different behavior monitoring instructions include different target behaviors. Target behaviors may include, for example, attack behaviors, skill release behaviors, interactive behaviors, etc.; among which, attack behaviors may include knife attacks, shooting attacks, etc.; skill release behaviors may include active skill release, auxiliary skill release, etc.; interactive behaviors may include stepping on the board, climbing over the window, etc.

[0040] The first terminal device is used to control the first object. When the first terminal device triggers the behavior monitoring instruction, the object behavior of the second object is monitored; for example, the object behavior of the second object can be monitored within a certain period of time, specifically monitoring the second object releasing and executing the target behavior in the aforementioned behavior monitoring instruction.

[0041] The aforementioned behavior monitoring instruction can be understood as the first terminal device predicting that the second object may perform the target behavior within a certain period of time in the future, and then the game system monitors whether the second object performs the target behavior within a certain period of time in the future.

[0042] Step S106: in response to the second terminal device issuing a trigger instruction for the target behavior, setting a designated loss state for the second object, and / or setting a designated gain state for the first object.

[0043] The object behavior of the second object is controlled by the second terminal device. When the second terminal device issues a trigger instruction for the target behavior, for example, within a certain period of time after the behavior monitoring instruction is triggered, the second terminal device issues a trigger instruction for the target behavior, it can be understood that the second object is about to perform the target behavior, and the aforementioned first terminal device correctly predicts that the second object will perform the target behavior; in this case, a specified debuff state can be set for the second object, for example, reducing the movement speed of the second object, reducing the attack damage ability of the second object when performing an attack behavior, or controlling the second object to be unable to perform an attack behavior or a skill release behavior within a certain period of time.

[0044] An execution gain state may also be set for the first object, for example, increasing the movement speed of the first object, increasing the attack damage capability of the first object when executing an attack behavior, reducing the damage capability of the first object when being attacked, etc.

[0045] In addition, when the second terminal device issues a trigger instruction for the target behavior, it can set a specified depreciation state only for the second object, or set a specified gain state only for the first object, or set a specified depreciation state for the second object and a specified gain state for the first object at the same time.

[0046] It should be noted that the second terminal device issues a trigger instruction for the target behavior, which can control the second object to execute the target behavior or prevent the second object from executing the target behavior, which can be specifically determined according to the state type of the specified devaluation state set by the second object.

[0047] The method for controlling the above-mentioned game objects provides a game scene corresponding to the target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

[0048] In this method, the first terminal device issues a behavior monitoring instruction for a target behavior. If the second terminal device issues a trigger instruction for the target behavior, the second object is debuffed or the first object is buffed; thereby changing the buff and debuff status of the two hostile parties, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0049] In a specific implementation manner, in response to the object state of the first object and / or the second object satisfying a preset state condition, permission to trigger a behavior monitoring instruction is provided to the first terminal device.

[0050] The object state may include the position of the object in the game scene, the distance between objects, the object behavior, the object life state, etc.; the preset state condition can be set based on the object state of only the first object or the second object, or can be set based on the common object state of the first object and the second object.

[0051] During the game, the game system can monitor in real time whether the object state of the first object and / or the second object meets the preset state condition. When the preset state condition is not met, the first terminal device is not provided with permission to trigger the behavior monitoring instruction, for example, the control for triggering the behavior monitoring instruction is not displayed on the first terminal device, or the control for the behavior monitoring instruction displayed by the first terminal device is in an untriggerable state.

[0052] When the preset status condition is met, a control for triggering the behavior monitoring instruction is displayed on the first terminal device, and the control is in a triggerable state.

[0053] In one embodiment, the preset status conditions include at least one of the following: the distance between the first object and the second object is less than a preset distance threshold; the first object is within the field of view of the second object; the second object performs a preset pursuit behavior toward the first object; the number of times the first terminal device has triggered the behavior monitoring instruction during the game is less than a preset number threshold.

[0054] The preset distance threshold can be set to 5 meters, 10 meters, etc. in the game scene; the first object is within the field of view of the second object, which can be understood as the scene displayed on the second terminal device includes the first object. Visually, it can be described as the second object can 'see' the first object.

[0055] The game system may preset conditions for determining the pursuit behavior, for example, the distance between the second object and the first object is less than a preset pursuit distance threshold, the moving direction or orientation of the second object matches the position of the first object, etc. When the second object and the first object meet the conditions for determining the pursuit behavior, it may be determined that the second object performs the preset pursuit behavior on the first object.

[0056] In addition, the maximum number of times that the behavior monitoring instruction can be triggered in each game can be pre-set, that is, the aforementioned preset number threshold, such as 3 times, 6 times, etc.

[0057] The preset state condition may include one or more of the above four conditions. When multiple conditions are included, the multiple conditions need to be satisfied simultaneously.

[0058] In another embodiment, the preset state condition includes: the first object and the second object enter a specified state, and the specified state lasts for a specified period of time; wherein the specified state includes: the distance between the first object and the second object is less than a preset distance threshold, and the first object is within the field of view of the second object.

[0059] In this manner, when the first object and the second object enter a specified state, and within a specified duration, the first object and the second object are always in the specified state, for example, the specified duration is 1 second. The specified state can be preset. In one example, the distance between the first object and the second object is less than a preset distance threshold, for example, the preset distance threshold is 200 meters, and the first object is within the field of view of the second object, that is, the second object can 'see' the first object, and the first object is displayed on the second terminal device.

[0060] In a specific example, the distance between the first object and the second object is less than 200 meters, and the first object is within the field of view of the second object, and this state lasts for 1 second. At this time, the preset state condition is met.

[0061] This embodiment can generate behavior monitoring instructions in the following manner.

[0062] A designated control is provided on a first terminal device; the first terminal device responds to a trigger operation acting on the designated control, and an alternative behavior is displayed on the first terminal device; wherein the alternative behavior includes: at least one of an attack behavior, a skill release behavior, and an interactive behavior; the first terminal device responds to a selection operation for an alternative behavior, determines the selected alternative behavior as a target behavior, and generates a behavior monitoring instruction containing the target behavior.

[0063] When the first object has the triggering authority of the behavior monitoring instruction, the above-mentioned designated control is displayed on the first terminal device, and the designated control is in a triggerable state, such as Figure 2 The trigger operation acting on the specified control can be a long press operation, a click operation, a double click operation, etc.; after the specified control is triggered, the alternative behavior is displayed; refer to Figure 3 In , alternative behaviors are displayed around the specified control, making it easier for players to choose from the alternative behaviors;

[0064] The alternative behavior can be set to a state that can be triggered, for example, by sliding, clicking, double-clicking, long pressing, etc.; by triggering the alternative behavior, the alternative behavior is selected, and the selected alternative behavior is the target behavior.

[0065] In a specific operation mode, a long press triggers a designated control to display an alternative behavior. When the designated control is long pressed, the sliding operation continues. When the sliding operation moves to an alternative behavior and the sliding operation ends in the display area of ​​the alternative behavior, the finger is lifted, and the alternative behavior is selected as the target behavior. Figure 3 , the player moves his finger from the specified control to the skill release behavior, and then lifts his finger, the skill release behavior is selected as the target behavior. After the target behavior is selected, the behavior monitoring instruction containing the target behavior can be automatically generated.

[0066] In another way, multiple behavior monitoring instructions can be triggered continuously to monitor multiple target behaviors of the second object within a certain time. Specifically, if the number of determined target behaviors is less than the preset behavior number threshold, the progress information of the specified operation time is displayed on the first terminal device; in response to the trigger operation acting on the specified control within the specified operation time, the first terminal device displays the alternative behavior; the first terminal device responds to the selection operation for the alternative behavior, determines the selected alternative behavior as a newly added target behavior, and appends the newly added target behavior to the behavior monitoring instruction.

[0067] The above-mentioned preset behavior quantity threshold can be preset, for example, 2 or 3. The specified operation duration is used to control the time interval of the behavior monitoring instructions that are continuously triggered, for example, 1 second or 2 seconds; when the behavior monitoring instruction is triggered, the behavior monitoring instruction usually contains a target behavior; and, if the current number of target behaviors is less than the preset quantity threshold, the progress information of the specified operation duration is displayed on the first terminal device, and the progress information can be a progress that gradually increases from 0 to the specified operation duration, or a countdown progress that gradually decreases from the specified operation duration to 0. The progress information can be displayed in association with the specified control that triggers the behavior monitoring instruction, so as to guide the player to trigger the behavior monitoring instruction again as soon as possible.

[0068] Within the specified operation duration, if the specified control is triggered again, the alternative behaviors will continue to be displayed, and the selected alternative behavior will be determined as a new target behavior, which is the second target behavior. The new target behavior will be added to the behavior monitoring instruction. At this time, the behavior monitoring instruction includes two target behaviors.

[0069] If the number of target behaviors is still less than the preset number threshold, the progress information of the specified operation duration can continue to be displayed, and the specified control can continue to be triggered within the specified operation duration. Until the number of target behaviors is equal to the preset behavior number threshold, the progress information of the specified operation duration is no longer displayed.

[0070] If the number of target behaviors is still less than the preset number threshold, but the specified control within the specified operation time is not triggered, the target behavior in the behavior monitoring instruction will no longer change. After the specified operation time is completed, the specified control can enter a cooling state, which has a certain cooling time; in the cooling state, the specified control cannot be triggered, and the first terminal device cannot issue a behavior monitoring instruction.

[0071] The above-mentioned first object is preset with a specified number of virtual resources related to behavior monitoring instructions; the virtual resources can be virtual props, virtual points, virtual gold coins, etc.; in a game, by setting a specified number of virtual resources related to behavior monitoring instructions for the first object, the number of times the first object generates behavior monitoring instructions can be limited.

[0072] After generating a behavior monitoring instruction including a target behavior, a first amount of virtual resources is consumed; for example, the virtual resources are virtual props, the aforementioned specified quantity is three, the first quantity is one, and each time a behavior monitoring instruction is generated, the virtual props of the first object are reduced by one.

[0073] When the number of virtual resources related to the behavior monitoring instruction of the first object is lower than the first number, the permission to trigger the behavior monitoring instruction is cancelled for the first terminal device. For example, when the virtual props of the first object are consumed to zero, the first object can no longer generate behavior monitoring instructions in the game.

[0074] In a specific implementation manner, in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored within a specified monitoring time period.

[0075] When the first terminal device triggers the behavior monitoring instruction, the specified monitoring duration can be entered, and the progress display of the specified monitoring duration can be displayed on the first terminal device and the second terminal device, for example, the progress gradually increases from 0 to the specified monitoring duration, or the countdown progress gradually decreases from the specified monitoring duration to 0. The specified monitoring duration can be 5 seconds, 10 seconds or other durations.

[0076] In response to receiving a behavior monitoring instruction triggered by the first terminal device within a specified monitoring time period, the end time points of the specified monitoring time periods corresponding to each behavior monitoring instruction are controlled to be the same.

[0077] As described in the above-mentioned embodiment, when the first terminal device issues a behavior monitoring instruction and the number of behaviors of the current target behavior is less than the preset behavior number threshold, the behavior monitoring instruction can continue to be issued within the specified operation duration, that is, the time interval between the issuance of adjacent behavior monitoring instructions is less than the specified operation duration, and the specified operation duration is less than the specified monitoring duration.

[0078] When the first behavior monitoring instruction is received, the designated monitoring duration starts to count progress. For example, the designated monitoring duration starts to count down. When a subsequent behavior monitoring instruction is received, the designated monitoring duration corresponding to the behavior monitoring instruction is usually less than the designated monitoring duration corresponding to the first behavior monitoring instruction. For example, after the first behavior monitoring instruction is issued, the designated monitoring duration is 10 seconds, and after the second behavior monitoring instruction is issued, the designated monitoring duration is 7 seconds. This embodiment does not limit the specific value of the designated monitoring duration corresponding to each behavior monitoring instruction, but needs to control each behavior monitoring instruction to end at the same time.

[0079] Furthermore, the target behavior corresponding to the behavior monitoring instruction and progress information of the specified monitoring duration are displayed on the first terminal device. Figure 4 In the example, the first terminal device triggers two behavior monitoring instructions, which respectively include target behavior 1 and target behavior 2, and displays the countdown progress of the specified monitoring time corresponding to each target behavior on the first terminal device. Since different behavior monitoring instructions have different triggering times, the specified monitoring time of the two target behaviors is different, but the end time points of the specified monitoring time of the two target behaviors are the same.

[0080] In another implementation, in response to a behavior monitoring instruction triggered by the first terminal device, a monitoring identifier is displayed in association with the second object in the second terminal device; wherein the monitoring identifier is used to indicate that the object behavior of the second object is monitored.

[0081] The monitoring logo can be displayed in the form of text, symbols, special effects, etc.; the monitoring logo is displayed in association with the second object, and the second terminal device can display the monitoring logo.

[0082] In the above method, when the first terminal device triggers the behavior monitoring instruction, the monitoring mark is displayed on the second terminal device to prompt the player of the second terminal device that he is currently being monitored, and guide the player of the second terminal device to make reasonable behavioral decisions within the monitoring time, so that the game mechanism between the first object and the second object is richer, and the battle method of the hostile parties is richer, which improves the game efficiency and saves game resources.

[0083] In addition, when the second object is within the field of view of the first object, the monitoring mark is also displayed on the first terminal device, or it may not be displayed on the first terminal device; for example, the game game includes multiple first objects, each of which is controlled by a corresponding first terminal device; the aforementioned behavior monitoring instruction is triggered by the first terminal device of one of the first objects; the monitoring mark can also be displayed on the first terminal devices of other first objects; or, a prompt message in the form of text or symbols is displayed on the interface of the first terminal device of other first objects to remind the player that the second game has been monitored. Players of other first objects can decide their next behavior based on the monitoring mark or prompt message, for example, whether to attack the second object, whether to save teammates, etc. The monitoring mark can be displayed continuously within the specified monitoring time until the specified monitoring time ends.

[0084] Through the above method, after the second object is successfully monitored by another first object, the other first objects can also know it, thereby guiding the players of the other first objects to make reasonable behavioral decisions during the monitoring time, increasing the gaming ability of the first objects, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0085] Further, in response to the behavior monitoring instruction triggered by the first terminal device, progress information of the specified monitoring time of the behavior monitoring instruction is displayed through the second terminal device.

[0086] like Figure 5 In the example, if the first terminal device sends two behavior monitoring instructions in succession, the symbol of each behavior monitoring instruction, namely instruction 1 and instruction 2, is displayed on the second terminal device, and the progress information of the specified monitoring time of each behavior monitoring instruction is displayed, such as the countdown progress of the specified monitoring time.

[0087] It should be noted that the second terminal device displays the symbol of the behavior monitoring instruction, but does not display the target behavior corresponding to the behavior monitoring instruction, that is, the second object cannot know which object behavior is currently being monitored. The second object can know that its behavior is being monitored based on the monitoring identifier, and determine the monitoring time through the progress information of the specified monitoring time; the monitoring identifier and the specified monitoring time can affect the behavior decision of the second object, for example, whether to attack the first object, etc.

[0088] In one implementation, in response to the second terminal device issuing a trigger instruction for the target behavior, a designated depreciation state is determined according to the behavior type of the target behavior, and the designated depreciation state is set for the second object.

[0089] The association between behavior types and designated debuff states can be preset. Behavior types can include attack behaviors, skill release behaviors, and interactive behaviors. Each behavior can be further divided into more specific behavior types. For example, attack behaviors can be further divided into firearm attack behaviors, item attack behaviors, etc.; designated debuff states can include reduced movement speed, inability to move within the movement time, inability to attack or release skills, or increased damage value after being attacked.

[0090] When the second terminal device issues a trigger instruction for the target behavior, the specified depreciation state can be determined according to the type of behavior, and the specified depreciation state can be set for the second object. It should be noted that when the second terminal device issues a trigger instruction for the target behavior, it can be understood that the second object is controlled to enter the specified depreciation state, and the second object can also enter the specified depreciation state after performing the specified behavior.

[0091] Specifically, determine that the behavior type of the target behavior is an attack behavior, and control the second object to execute the target behavior; when the target behavior is executed, control the second object to enter a first control state; wherein, in the first control state, the second object executes a first specified action; the second object does not have the authority to execute behaviors other than the first specified action.

[0092] After the second terminal device issues a trigger instruction for an attack behavior, it controls the second object to execute the attack behavior, for example, shooting; after the attack behavior ends, it controls the second object to enter a specified debuff state, that is, the aforementioned first control state; in this first control state, the second object can execute first specified actions such as stunning, freezing, and imprisonment. In the first control state, the second object does not have the authority to execute actions other than the first specified action. Specifically, the second object cannot execute actions under the control of the second terminal device, such as being unable to move, attack, interact, release skills, etc.

[0093] In another method, the behavior type of the target behavior is determined to be a skill release behavior, the second object is controlled not to execute the target behavior, and the second object is controlled to enter a second control state; wherein, in the second control state, the second object does not have the authority to execute attack behavior and release skills.

[0094] In this method, after the second terminal device issues a trigger instruction for a skill release behavior, such as releasing a poison gas bomb or an explosive prop, the second object cannot execute the skill release behavior, and the second object enters a second control state such as silence, dizziness, or freezing; in the second control state, the second object cannot execute attack behaviors and skill release behaviors under the control of the second terminal device, but can execute behaviors such as movement and interaction.

[0095] Another method is to determine the target behavior as an interactive behavior, control the second object to perform the target behavior, and reduce the efficiency of the second object in performing the target behavior; the interactive behavior can be interactive behaviors with the game scene such as stepping on a board, flipping a window, and starting a device. During the second object's interactive behavior, the efficiency of the second object's behavior is reduced, for example, by increasing the interactive duration of the target behavior, increasing the cooling time of the target behavior, or reducing the interactive speed of the target behavior. This increases the difficulty of the second object performing the interactive behavior, increases the success rate of the second object being attacked by the first object, and realizes the game between the enemy and us.

[0096] Alternatively, determine that the behavior type of the target behavior is an interactive behavior, control the second object not to perform the target behavior, and control the second object to enter a third control state; wherein, in the third control state, the second object performs a second specified action; the second object does not have the authority to perform behaviors other than the second specified action.

[0097] The interactive behavior can be an interactive behavior with the game scene, such as stepping on a pedal, climbing a window, and starting a device. When the second terminal device issues a trigger instruction for the interactive behavior, the second object cannot perform the interactive behavior, and the second object is controlled to enter a specified debuff state, that is, the aforementioned third control state; in this third control state, the second object can perform second specified actions such as stunning, freezing, and imprisonment. In the third control state, the second object does not have the authority to perform behaviors other than the second specified actions. Specifically, the second object cannot perform behaviors under the control of the second terminal device, such as being unable to move, attack, interact, release skills, etc.

[0098] In the above method, the second terminal device issues a trigger instruction for the target behavior, indicating that the target behavior predicted in the behavior monitoring instruction of the first terminal device is correct. A debuff state is set for the second object according to different target behaviors, thereby debuffing the second object and reducing the second object's game-playing ability, making the battle methods of the two opposing parties more diverse, improving game efficiency, and saving game resources.

[0099] In another embodiment, the specified gain state set for the first object includes at least one of the following: in response to the first object being attacked within the specified gain time, reducing the damage parameter of the first object; in response to the first object moving within the specified gain time, increasing the movement speed of the first object.

[0100] The specified gain duration can be preset, for example, 10 seconds, 15 seconds, etc.; the specified gain duration may be the same as or different from the aforementioned specified monitoring duration. The specified gain state for the first object may include multiple types. Among them, within the specified gain duration, if the first object is attacked, for example, the second object attacks the first object, and the first object is within the range of the attack behavior, the attack behavior will produce a preset damage parameter to the first object, thereby reducing the life value, blood volume, etc. of the first object; if the preset damage parameter of the attack behavior is 100, when the first object is attacked within the specified gain duration, the damage parameter is reduced, for example, to 50, thereby reducing the rate of decrease of the life value or blood volume of the first object, and gaining the first object.

[0101] For another example, when the first object is running, the default moving speed is 10. When the first object is running within the specified gain duration, the moving speed is increased by 20, thereby increasing the success rate of the first object avoiding being attacked by the second object and increasing the probability of winning the game.

[0102] For another example, the specified gain state set for the first object may also include, in response to the first object performing an attack behavior within the specified gain duration, increasing the attack parameter of the first object. When the first object performs an attack behavior, a preset attack parameter is generated, and the attack parameter may be a damage parameter to the attacked object, or an experience parameter of the first object itself, etc.; when the first object performs an attack behavior within the specified gain duration, the attack parameter will increase, for example, increasing the damage parameter to the attacked object, or increasing the experience parameter of the first object itself, etc.

[0103] In another way, the gain mode is determined according to the behavior type of the target behavior, and a specified gain state corresponding to the gain mode is set for the first object. The correspondence between the behavior type and the gain mode can be set in advance, for example, the gain mode corresponding to the interactive behavior is to increase the movement speed, and the gain mode corresponding to the attack behavior is to increase the attack damage parameter, etc.; by querying the correspondence, the gain mode corresponding to the behavior can be obtained, and the specified gain state corresponding to the gain mode is set for the first object.

[0104] In addition, the number of times the second terminal device issues a trigger instruction for the target behavior is determined, and a gain parameter is determined based on the number of instructions; wherein the gain parameter is used to: indicate the gain strength of a specified gain state; and set a specified gain state for the first object according to the gain parameter.

[0105] When the second terminal device issues a trigger instruction for the target behavior within the specified monitoring time, the gain parameter is a preset gain parameter; if the second terminal device issues multiple trigger instructions for the same target behavior within the specified monitoring time, the gain parameter is changed according to the number of instructions for the trigger instruction. For example, the more instructions, the greater the gain strength. The gain strength can be determined according to the specific content of the specified gain state. For example, if the specified gain state is to increase the moving speed, the gain strength is the moving speed. The more instructions, the faster the moving speed; for another example, if the specified gain state is to increase the attack parameter of the attack behavior of the first object, the gain strength is the attack parameter. The more instructions, the greater the attack parameter. For another example, if the specified gain state is to reduce the damage parameter of being attacked, the gain strength is the number of times the damage parameter is reduced. The more instructions, the more times the damage parameter is reduced.

[0106] In the above method, the second terminal device issues a trigger instruction for the target behavior, indicating that the target behavior predicted in the behavior monitoring instruction of the first terminal device is correct. A debuff state is set for the first object according to different target behaviors, thereby debuffing the first object and improving the first object's game-playing ability, making the battle methods of the two opposing sides more diverse, improving the game efficiency, and saving game resources.

[0107] In one implementation, in response to the second terminal device issuing a trigger instruction for the target behavior, a first prompt message is displayed on the first terminal device; wherein the first prompt message is used to prompt the second terminal device to issue a trigger instruction for the target behavior.

[0108] When the second terminal device issues a trigger instruction for the target behavior, it means that the target behavior in the behavior monitoring instruction issued by the first terminal device is correct, and the first prompt information is displayed on the first terminal device; the first prompt information can be text, symbols or special effect information. Figure 6 In the example, if the second terminal device issues a trigger instruction for target behavior 1 within the specified monitoring time, the target behavior 1 identification is displayed in a shaded manner or filled with other colors to indicate that the prediction of target behavior 1 is correct.

[0109] In addition, in response to the second terminal device issuing a trigger instruction for the target behavior, a gain identifier is displayed in association with the first object in the game scene; wherein the gain identifier is used to indicate that the first object has set a specified gain state.

[0110] The gain mark can be in the form of text, color, symbol or special effect. Different gain marks can be set for different specified gain states to let players know the current gain state and assist players in making behavioral decisions. Figure 7 , when the specified gain state is to reduce the damage parameter when being attacked, a star-shaped gain indicator is displayed in association with the first object to indicate that the player's current first object is protected from attack and has a lower damage parameter.

[0111] In other methods, in response to the second terminal device not issuing a trigger instruction for the target behavior within a specified monitoring time period, a second prompt message is displayed on the first terminal device; wherein the second prompt message is used to indicate that the second terminal device has not issued a trigger instruction for the target behavior.

[0112] The second prompt information can be text, symbols or special effect information. If the second terminal device does not issue a trigger instruction for the target behavior within the specified monitoring time, the behavior monitoring instruction containing the target behavior issued by the first terminal device fails. At this time, the second prompt information is displayed on the first terminal device. Specifically, the second prompt information can be displayed within a period of time before the countdown of the specified monitoring time ends; for example, within 1 second before the end.

[0113] Corresponding to the above method embodiment, see Figure 8 A schematic diagram of the structure of a device for controlling a game object is shown, the device comprising:

[0114] The scene providing module 80 is used to provide a game scene corresponding to the target game in response to the game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by the first terminal device, and the second object is controlled by the second terminal device;

[0115] A behavior monitoring module 82, configured to monitor the object behavior of the second object in response to a behavior monitoring instruction triggered by the first terminal device; wherein the behavior monitoring instruction includes a target behavior;

[0116] The state setting module 84 is used to set a specified loss state for the second object and / or set a specified gain state for the first object in response to the second terminal device issuing a trigger instruction for the target behavior.

[0117] The control device of the above-mentioned game object provides a game scene corresponding to the target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

[0118] In this method, the first terminal device issues a behavior monitoring instruction for a target behavior. If the second terminal device issues a trigger instruction for the target behavior, the second object is debuffed or the first object is buffed; thereby changing the buff and debuff status of the two hostile parties, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0119] The above-mentioned apparatus also includes a permission providing module, which is used to: in response to the object status of the first object and / or the second object satisfying a preset status condition, provide the first terminal device with permission to trigger a behavior monitoring instruction.

[0120] The above-mentioned preset status conditions include at least one of the following: the distance between the first object and the second object is less than a preset distance threshold; the first object is within the field of view of the second object; the second object performs a preset pursuit behavior towards the first object; the number of times the first terminal device has triggered the behavior monitoring instruction in the game is less than a preset number threshold.

[0121] The above-mentioned preset state conditions include: the first object and the second object enter a specified state, and the specified state lasts for a specified time; wherein the specified state includes: the distance between the first object and the second object is less than a preset distance threshold, and the first object is within the field of view of the second object.

[0122] The above-mentioned device also includes a first instruction generating module, which is used to: provide a designated control on the first terminal device; display alternative behaviors on the first terminal device in response to a trigger operation acting on the designated control; wherein the alternative behaviors include: at least one of attacking behavior, skill releasing behavior and interactive behavior; and determine the selected alternative behavior as the target behavior by the first terminal device in response to a selection operation on the alternative behavior, and generate a behavior monitoring instruction containing the target behavior.

[0123] The above-mentioned device also includes a behavior appending module, which is used to: if the number of determined target behaviors is less than a preset number threshold, display the progress information of the specified operation duration through the first terminal device; in response to the trigger operation acting on the specified control through the first terminal device within the specified operation duration, display alternative behaviors on the first terminal device; respond to the selection operation on the alternative behavior through the first terminal device, determine the selected alternative behavior as a newly added target behavior, and add the newly added target behavior to the behavior monitoring instruction.

[0124] The first object is preset with a specified number of virtual resources related to the behavior monitoring instructions; the above-mentioned device also includes a resource consumption module, which is used to: consume a first number of virtual resources; when the number of virtual resources related to the behavior monitoring instructions of the first object is lower than the first number, cancel the permission to trigger the behavior monitoring instructions to the first terminal device.

[0125] The above-mentioned behavior monitoring module is used to: monitor the object behavior of the second object within a specified monitoring time period in response to a behavior monitoring instruction triggered by the first terminal device.

[0126] The above-mentioned device also includes a duration end control module, which is used to: in response to receiving a behavior monitoring instruction triggered by the first terminal device within the specified monitoring duration, control the end time point of the specified monitoring duration corresponding to each behavior monitoring instruction to be the same.

[0127] The above-mentioned device also includes a first monitoring progress display module, which is used to: display the target behavior corresponding to the behavior monitoring instruction and the progress information of the specified monitoring time on the first terminal device.

[0128] The above-mentioned device also includes a monitoring identification display module, which is used to: in response to a behavior monitoring instruction triggered by the first terminal device, display a monitoring identification associated with the second object in the second terminal device; wherein the monitoring identification is used to: indicate that the object behavior of the second object is monitored.

[0129] The above-mentioned device also includes a second monitoring progress display module, which is used to: respond to the behavior monitoring instruction triggered by the first terminal device, and display the progress information of the specified monitoring time of the behavior monitoring instruction through the second terminal device.

[0130] The state setting module is used to: in response to the second terminal device issuing a trigger instruction for the target behavior, determine the designated depreciation state according to the behavior type of the target behavior, and set the designated depreciation state for the second object.

[0131] The above-mentioned state setting module is used to: determine that the behavior type of the target behavior is an attack behavior, and control the second object to execute the target behavior; when the target behavior is executed, control the second object to enter the first control state; wherein, in the first control state, the second object executes the first specified action; the second object does not have the authority to execute behaviors other than the first specified action.

[0132] The state setting module is used to: determine that the behavior type of the target behavior is a skill release behavior, control the second object not to execute the target behavior, and control the second object to enter a second control state; wherein, in the second control state, the second object does not have the authority to execute attack behaviors and release skills.

[0133] The above-mentioned state setting module is used to: determine that the behavior type of the target behavior is an interactive behavior, control the second object to execute the target behavior, and reduce the behavior efficiency of the second object in executing the target behavior; or, determine that the behavior type of the target behavior is an interactive behavior, control the second object not to execute the target behavior, and control the second object to enter a third control state; wherein, in the third control state, the second object executes a second specified action; the second object does not have the authority to execute behaviors other than the second specified action.

[0134] The above-mentioned state setting module is used to: in response to the first object being attacked within the specified gain time, reduce the damage parameter of the first object; in response to the first object moving within the specified gain time, increase the movement speed of the first object; in response to the first object performing an attack behavior within the specified gain time, increase the attack parameter of the first object.

[0135] The state setting module is used to determine the gain mode according to the behavior type of the target behavior, and set a specified gain state corresponding to the gain mode for the first object.

[0136] The above-mentioned state setting module is used to: determine the number of times the second terminal device issues a trigger instruction for the target behavior, and determine the gain parameter based on the number of instructions; wherein the gain parameter is used to: indicate the gain strength of the specified gain state; and set the specified gain state for the first object according to the gain parameter.

[0137] The above-mentioned device also includes a first prompt information display module, which is used to: display first prompt information on the first terminal device in response to the second terminal device issuing a trigger instruction for the target behavior; wherein the first prompt information is used to: prompt the second terminal device to issue a trigger instruction for the target behavior.

[0138] The above-mentioned device also includes a gain identification display module, which is used to: in response to the second terminal device issuing a trigger instruction for the target behavior, display the gain identification associated with the first object in the game scene; wherein the gain identification is used to: indicate that the first object has set a specified gain state.

[0139] The above-mentioned device also includes a second prompt information display module, which is used to: display a second prompt information on the first terminal device in response to the second terminal device not issuing a trigger instruction for the target behavior within a specified monitoring period; wherein the second prompt information is used to: indicate that the second terminal device has not issued a trigger instruction for the target behavior.

[0140] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game object control method. The electronic device can be a server or a terminal device.

[0141] See also Fig. 9 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the above-mentioned method for controlling the game object.

[0142] Further, Fig. 9 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 .

[0143] 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. 9 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.

[0144] 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 invention 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 invention 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.

[0145] The processor in the above electronic device can implement the following operations in the above game object control method by executing computer executable instructions:

[0146] A method for controlling a game object, in response to a game match start instruction, provides a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

[0147] In response to the object status of the first object and / or the second object satisfying a preset status condition, providing the first terminal device with permission to trigger a behavior monitoring instruction.

[0148] The preset status conditions include at least one of the following: the distance between the first object and the second object is less than a preset distance threshold; the first object is within the field of view of the second object; the second object performs a preset pursuit behavior toward the first object; the number of times the first terminal device has triggered the behavior monitoring instruction during the game is less than a preset number threshold.

[0149] The preset state conditions include: the first object and the second object enter a specified state, and the specified state lasts for a specified time period; wherein the specified state includes: the distance between the first object and the second object is less than a preset distance threshold, and the first object is within the field of view of the second object.

[0150] A designated control is provided on a first terminal device; the first terminal device responds to a trigger operation acting on the designated control, and an alternative behavior is displayed on the first terminal device; wherein the alternative behavior includes: at least one of an attack behavior, a skill release behavior, and an interactive behavior; the first terminal device responds to a selection operation for an alternative behavior, determines the selected alternative behavior as a target behavior, and generates a behavior monitoring instruction containing the target behavior.

[0151] If the number of determined target behaviors is less than a preset number threshold, progress information of the specified operation duration is displayed on the first terminal device; in response to a trigger operation acting on a specified control within the specified operation duration, the first terminal device responds to alternative behaviors; the first terminal device responds to a selection operation on an alternative behavior, determines the selected alternative behavior as a newly added target behavior, and appends the newly added target behavior to the behavior monitoring instruction.

[0152] The first object is preset with a specified number of virtual resources related to the behavior monitoring instructions; the first number of virtual resources is consumed; when the number of virtual resources related to the behavior monitoring instructions of the first object is lower than the first number, the permission to trigger the behavior monitoring instructions is cancelled to the first terminal device.

[0153] In response to the behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored within a specified monitoring time period.

[0154] In response to receiving a behavior monitoring instruction triggered by the first terminal device within a specified monitoring time period, the end time points of the specified monitoring time periods corresponding to each behavior monitoring instruction are controlled to be the same.

[0155] The target behavior corresponding to the behavior monitoring instruction and progress information of the specified monitoring duration are displayed on the first terminal device.

[0156] In response to a behavior monitoring instruction triggered by the first terminal device, a monitoring identifier is displayed in association with the second object in the second terminal device; wherein the monitoring identifier is used to indicate that the object behavior of the second object is monitored.

[0157] In response to the behavior monitoring instruction triggered by the first terminal device, progress information of the specified monitoring time of the behavior monitoring instruction is displayed through the second terminal device.

[0158] In response to the second terminal device issuing a trigger instruction for the target behavior, a designated depreciation state is determined according to the behavior type of the target behavior, and the designated depreciation state is set for the second object.

[0159] determining that the behavior type of the target behavior is an attack behavior, and controlling the second object to perform the target behavior;

[0160] When the target behavior is executed, the second object is controlled to enter a first control state; wherein, in the first control state, the second object executes a first specified action; the second object does not have the authority to execute behaviors other than the first specified action.

[0161] Determine that the behavior type of the target behavior is a skill release behavior, control the second object not to execute the target behavior, and control the second object to enter a second control state; wherein, in the second control state, the second object does not have the authority to execute the attack behavior and release the skill.

[0162] Determine that the behavior type of the target behavior is an interactive behavior, control the second object to execute the target behavior, and reduce the behavior efficiency of the second object in executing the target behavior; or, determine that the behavior type of the target behavior is an interactive behavior, control the second object not to execute the target behavior, and control the second object to enter a third control state; wherein, in the third control state, the second object executes a second specified action; the second object does not have the authority to execute behaviors other than the second specified action.

[0163] The specified gain state set for the first object includes at least one of the following: in response to the first object being attacked within the specified gain duration, reducing the damage parameter of the first object; in response to the first object moving within the specified gain duration, increasing the movement speed of the first object.

[0164] A gain mode is determined according to the behavior type of the target behavior, and a specified gain state corresponding to the gain mode is set for the first object.

[0165] Determine the number of times the second terminal device issues a trigger instruction for the target behavior, and determine a gain parameter based on the number of instructions; wherein the gain parameter is used to: indicate the gain strength of a specified gain state; and set a specified gain state for the first object according to the gain parameter.

[0166] In response to the second terminal device issuing a trigger instruction for the target behavior, first prompt information is displayed on the first terminal device; wherein the first prompt information is used to prompt the second terminal device to issue a trigger instruction for the target behavior.

[0167] In response to the second terminal device issuing a trigger instruction for the target behavior, a gain identifier is displayed in association with the first object in the game scene; wherein the gain identifier is used to indicate that the first object has set a specified gain state.

[0168] In response to the second terminal device not issuing a trigger instruction for the target behavior within a specified monitoring time period, a second prompt message is displayed on the first terminal device; wherein the second prompt message is used to indicate that the second terminal device has not issued a trigger instruction for the target behavior.

[0169] In this method, the first terminal device issues a behavior monitoring instruction for a target behavior. If the second terminal device issues a trigger instruction for the target behavior, the second object is debuffed or the first object is buffed; thereby changing the buff and debuff status of the two hostile parties, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0170] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game object control method.

[0171] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the method for controlling the game object by executing the computer executable instructions:

[0172] A method for controlling a game object, in response to a game match start instruction, provides a game scene corresponding to a target game; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; in response to a behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored; wherein the behavior monitoring instruction includes a target behavior; in response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

[0173] In response to the object status of the first object and / or the second object satisfying a preset status condition, providing the first terminal device with permission to trigger a behavior monitoring instruction.

[0174] The preset status conditions include at least one of the following: the distance between the first object and the second object is less than a preset distance threshold; the first object is within the field of view of the second object; the second object performs a preset pursuit behavior toward the first object; the number of times the first terminal device has triggered the behavior monitoring instruction during the game is less than a preset number threshold.

[0175] The preset state conditions include: the first object and the second object enter a specified state, and the specified state lasts for a specified time period; wherein the specified state includes: the distance between the first object and the second object is less than a preset distance threshold, and the first object is within the field of view of the second object.

[0176] A designated control is provided on a first terminal device; the first terminal device responds to a trigger operation acting on the designated control, and an alternative behavior is displayed on the first terminal device; wherein the alternative behavior includes: at least one of an attack behavior, a skill release behavior, and an interactive behavior; the first terminal device responds to a selection operation for an alternative behavior, determines the selected alternative behavior as a target behavior, and generates a behavior monitoring instruction containing the target behavior.

[0177] If the number of determined target behaviors is less than a preset number threshold, progress information of the specified operation duration is displayed on the first terminal device; in response to a trigger operation acting on a specified control within the specified operation duration, the first terminal device responds to alternative behaviors; the first terminal device responds to a selection operation on an alternative behavior, determines the selected alternative behavior as a newly added target behavior, and appends the newly added target behavior to the behavior monitoring instruction.

[0178] The first object is preset with a specified number of virtual resources related to the behavior monitoring instructions; the first number of virtual resources is consumed; when the number of virtual resources related to the behavior monitoring instructions of the first object is lower than the first number, the permission to trigger the behavior monitoring instructions is cancelled to the first terminal device.

[0179] In response to the behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored within a specified monitoring time period.

[0180] In response to receiving a behavior monitoring instruction triggered by the first terminal device within a specified monitoring time period, the end time points of the specified monitoring time periods corresponding to each behavior monitoring instruction are controlled to be the same.

[0181] The target behavior corresponding to the behavior monitoring instruction and progress information of the specified monitoring duration are displayed on the first terminal device.

[0182] In response to a behavior monitoring instruction triggered by the first terminal device, a monitoring identifier is displayed in association with the second object in the second terminal device; wherein the monitoring identifier is used to indicate that the object behavior of the second object is monitored.

[0183] In response to the behavior monitoring instruction triggered by the first terminal device, progress information of the specified monitoring time of the behavior monitoring instruction is displayed through the second terminal device.

[0184] In response to the second terminal device issuing a trigger instruction for the target behavior, a designated depreciation state is determined according to the behavior type of the target behavior, and the designated depreciation state is set for the second object.

[0185] determining that the behavior type of the target behavior is an attack behavior, and controlling the second object to perform the target behavior;

[0186] When the target behavior is executed, the second object is controlled to enter a first control state; wherein, in the first control state, the second object executes a first specified action; the second object does not have the authority to execute behaviors other than the first specified action.

[0187] Determine that the behavior type of the target behavior is a skill release behavior, control the second object not to execute the target behavior, and control the second object to enter a second control state; wherein, in the second control state, the second object does not have the authority to execute the attack behavior and release the skill.

[0188] Determine that the behavior type of the target behavior is an interactive behavior, control the second object to execute the target behavior, and reduce the behavior efficiency of the second object in executing the target behavior; or, determine that the behavior type of the target behavior is an interactive behavior, control the second object not to execute the target behavior, and control the second object to enter a third control state; wherein, in the third control state, the second object executes a second specified action; the second object does not have the authority to execute behaviors other than the second specified action.

[0189] The specified gain state set for the first object includes at least one of the following: in response to the first object being attacked within the specified gain duration, reducing the damage parameter of the first object; in response to the first object moving within the specified gain duration, increasing the movement speed of the first object.

[0190] A gain mode is determined according to the behavior type of the target behavior, and a specified gain state corresponding to the gain mode is set for the first object.

[0191] Determine the number of times the second terminal device issues a trigger instruction for the target behavior, and determine a gain parameter based on the number of instructions; wherein the gain parameter is used to: indicate the gain strength of a specified gain state; and set a specified gain state for the first object according to the gain parameter.

[0192] In response to the second terminal device issuing a trigger instruction for the target behavior, first prompt information is displayed on the first terminal device; wherein the first prompt information is used to prompt the second terminal device to issue a trigger instruction for the target behavior.

[0193] In response to the second terminal device issuing a trigger instruction for the target behavior, a gain identifier is displayed in association with the first object in the game scene; wherein the gain identifier is used to indicate that the first object has set a specified gain state.

[0194] In response to the second terminal device not issuing a trigger instruction for the target behavior within a specified monitoring time period, a second prompt message is displayed on the first terminal device; wherein the second prompt message is used to indicate that the second terminal device has not issued a trigger instruction for the target behavior.

[0195] In this method, the first terminal device issues a behavior monitoring instruction for a target behavior. If the second terminal device issues a trigger instruction for the target behavior, the second object is debuffed or the first object is buffed; thereby changing the buff and debuff status of the two hostile parties, making the battle methods of the two hostile parties more diverse, improving the game efficiency, and saving game resources.

[0196] The game object control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0197] 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.

[0198] In addition, in the description of the embodiments of the present invention, 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 an indirect connection through an intermediate medium, and 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 invention can be understood according to specific circumstances.

[0199] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, 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. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0200] In the description of the present invention, 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 invention 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 limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0201] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, 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 invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for controlling a game object, characterized in that: The method comprises: In response to a game match start instruction, a game scene corresponding to a target game is provided; wherein the game scene includes a first object and a second object belonging to different game camps, the first object is controlled by a first terminal device, and the second object is controlled by a second terminal device; In response to a behavior monitoring instruction triggered by the first terminal device, monitoring the object behavior of the second object; wherein the behavior monitoring instruction includes a target behavior; In response to the second terminal device issuing a trigger instruction for the target behavior, a specified loss state is set for the second object, and / or a specified gain state is set for the first object.

2. The method according to claim 1, characterized in that Before the step of monitoring the object behavior of the second object in response to the behavior monitoring instruction triggered by the first terminal device, the method further includes: In response to the object status of the first object and / or the second object satisfying a preset status condition, providing the first terminal device with permission to trigger the behavior monitoring instruction.

3. The method according to claim 2, characterized in that The preset state condition includes at least one of the following: The distance between the first object and the second object is less than a preset distance threshold; The first object is within the field of view of the second object; The second object performs a preset pursuit behavior on the first object; The number of times the first terminal device has triggered the behavior monitoring instruction in the game match is less than a preset number threshold.

4. The method according to claim 2, characterized in that: The preset state conditions include: The first object and the second object enter a specified state, and the specified state lasts for a specified time period; wherein the specified state includes: the distance between the first object and the second object is less than a preset distance threshold, and the first object is within the field of view of the second object.

5. The method according to claim 1, characterized in that Before the step of monitoring the object behavior of the second object in response to the behavior monitoring instruction triggered by the first terminal device, the method further includes: Providing a designated control on the first terminal device; The first terminal device responds to the trigger operation acting on the designated control, and displays alternative behaviors on the first terminal device; wherein the alternative behaviors include: at least one of attacking behavior, skill releasing behavior and interactive behavior; The first terminal device responds to the selection operation on the candidate behavior, determines the selected candidate behavior as the target behavior, and generates a behavior monitoring instruction containing the target behavior.

6. The method according to claim 5, characterized in that After the step of generating a behavior monitoring instruction including the target behavior, the method further comprises: If the determined number of the target behaviors is less than a preset number threshold, displaying progress information of the specified operation duration through the first terminal device; In response to the trigger operation acting on the designated control within the specified operation duration, the first terminal device responds to the trigger operation, and displays the alternative behavior on the first terminal device; the first terminal device responds to the selection operation on the alternative behavior, determines the selected alternative behavior as a newly added target behavior, and appends the newly added target behavior to the behavior monitoring instruction.

7. The method according to claim 5, characterized in that The first object is preset with a specified number of virtual resources related to the behavior monitoring instruction; after the step of generating the behavior monitoring instruction containing the target behavior, the method further includes: consuming a first amount of the virtual resource; When the number of virtual resources related to the behavior monitoring instruction of the first object is lower than the first number, the permission to trigger the behavior monitoring instruction is cancelled for the first terminal device.

8. The method according to claim 1, characterized in that In response to the behavior monitoring instruction triggered by the first terminal device, the step of monitoring the object behavior of the second object includes: In response to the behavior monitoring instruction triggered by the first terminal device, the object behavior of the second object is monitored within a specified monitoring time period.

9. The method according to claim 8, characterized in that In response to the behavior monitoring instruction triggered by the first terminal device, after the step of monitoring the object behavior of the second object within a specified monitoring time period, the method further includes: In response to receiving a behavior monitoring instruction triggered by the first terminal device within the specified monitoring time period, the end time points of the specified monitoring time periods corresponding to each of the behavior monitoring instructions are controlled to be the same.

10. The method according to claim 8 or 9, characterized in that: The method further comprises: The target behavior corresponding to the behavior monitoring instruction and progress information of the specified monitoring duration are displayed on the first terminal device.

11. The method according to claim 1, characterized in that: The method further comprises: In response to a behavior monitoring instruction triggered by the first terminal device, a monitoring identifier is displayed in association with the second object in the second terminal device; wherein the monitoring identifier is used to indicate that the object behavior of the second object is monitored.

12. The method according to claim 1, characterized in that The method further comprises: In response to the behavior monitoring instruction triggered by the first terminal device, progress information of the specified monitoring time of the behavior monitoring instruction is displayed through the second terminal device.

13. The method according to claim 1, characterized in that In response to the second terminal device issuing a trigger instruction for the target behavior, the step of setting a specified depreciation state for the second object includes: In response to the second terminal device issuing a trigger instruction for the target behavior, a designated depreciation state is determined according to the behavior type of the target behavior, and the designated depreciation state is set for the second object.

14. The method according to claim 13, characterized in that The step of determining a designated deduction state according to the behavior type of the target behavior and setting the designated deduction state for the second object comprises: Determining that the behavior type of the target behavior is an attack behavior, and controlling the second object to execute the target behavior; When the target behavior is executed, the second object is controlled to enter a first control state; wherein, in the first control state, the second object executes a first specified action; the second object does not have the authority to execute behaviors other than the first specified action.

15. The method according to claim 13, characterized in that The step of determining a designated deduction state according to the behavior type of the target behavior and setting the designated deduction state for the second object comprises: Determine that the behavior type of the target behavior is a skill release behavior, control the second object not to execute the target behavior, and control the second object to enter a second control state; wherein, in the second control state, the second object does not have the authority to execute attack behavior and release skills.

16. The method according to claim 13, characterized in that The step of determining a designated deduction state according to the behavior type of the target behavior and setting the designated deduction state for the second object comprises: Determining that the behavior type of the target behavior is an interactive behavior, controlling the second object to execute the target behavior, and reducing the behavior efficiency of the second object in executing the target behavior; Alternatively, determine that the behavior type of the target behavior is an interactive behavior, control the second object not to perform the target behavior, and control the second object to enter a third control state; wherein, in the third control state, the second object performs a second specified action; and the second object does not have the authority to perform behaviors other than the second specified action.

17. The method according to claim 1, characterized in that The specified gain state set for the first object includes at least one of the following: In response to the first object being attacked within a specified gain duration, reducing a damage parameter of the first object; In response to the first object moving within a specified gain duration, a moving speed of the first object is increased.

18. The method according to claim 1, characterized in that The step of setting a specified gain state for the first object comprises: A gain mode is determined according to the behavior type of the target behavior, and a specified gain state corresponding to the gain mode is set for the first object.

19. The method according to claim 1, characterized in that The step of setting a specified gain state for the first object comprises: Determine the number of times the second terminal device issues a trigger instruction for the target behavior, and determine a gain parameter according to the number of instructions; wherein the gain parameter is used to: indicate the gain strength of a specified gain state; A specified gain state is set for the first object according to the gain parameter.

20. The method according to claim 1, characterized in that The method further comprises: In response to the second terminal device issuing a trigger instruction for the target behavior, first prompt information is displayed on the first terminal device; wherein the first prompt information is used to prompt the second terminal device to issue a trigger instruction for the target behavior.

21. The method according to claim 1, characterized in that The method further comprises: In response to the second terminal device issuing a trigger instruction for the target behavior, a gain identifier is displayed in association with the first object in the game scene; wherein the gain identifier is used to indicate that the first object has been set to a specified gain state.

22. The method according to claim 1, characterized in that The method further comprises: In response to the second terminal device not issuing a trigger instruction for the target behavior within a specified monitoring time period, a second prompt message is displayed on the first terminal device; wherein the second prompt message is used to indicate that the second terminal device has not issued a trigger instruction for the target behavior.

23. A device for controlling a game object, characterized in that: The device comprises: A scene providing module, configured to provide a game scene corresponding to a target game in response to a game match start instruction; wherein the game scene includes a first object and a second object belonging to different game camps, the first object being controlled by a first terminal device, and the second object being controlled by a second terminal device; A behavior monitoring module, configured to monitor the object behavior of the second object in response to a behavior monitoring instruction triggered by the first terminal device; wherein the behavior monitoring instruction includes a target behavior; A state setting module is used to set a specified loss state for the second object and / or set a specified gain state for the first object in response to the second terminal device issuing a trigger instruction for the target behavior.

24. An electronic device, characterized in that: It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for controlling the game object described in any one of claims 1-22.

25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the method for controlling the game object described in any one of claims 1-22.