Playing method editing method and system based on TAC logic device
By adopting TAC logic-based gameplay editing methods and systems in game development, the problem of traditional skill editors lacking flexibility and scalability is solved, and the flexible maintenance of game logic and rich gaming experience is achieved.
Patent Information
- Application Number
- CN202411808255.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2025-04-01
AI Technical Summary
Traditional skill editors in existing game development lack flexibility and scalability, and are difficult to cope with complex and changeable game logic requirements, and do not support event-driven logic editing, making it difficult to maintain and modify game logic.
Using the gameplay editing method and system based on TAC logic, we use TAC events, build TAC logic, nest editing skill logic, and manage skill logic collections, and realize preview effects on the game client to achieve flexible and scalable game logic maintenance and modification.
It improves the flexibility and scalability of the game skill system, simplifies the maintenance and modification of game logic, reduces learning costs, and provides a richer and diverse gaming experience.
Smart Images

Figure CN119733243A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a method and system for editing gameplay based on a TAC logic device. Background Art
[0002] The closest existing technologies are usually traditional skill editors used in game development, which allow developers to define in-game skills and their behaviors through graphical interfaces or scripting languages. However, these editors often lack sufficient flexibility and scalability to cope with complex and changing game logic requirements. In addition, they usually do not support event-driven logic editing, making it difficult to maintain and modify game logic.
[0003] The shortcomings of the prior art are mainly the following aspects:
[0004] Lack of flexibility: Traditional skill editors often have difficulty adapting to complex and changing game logic requirements and cannot quickly respond to changes in game design.
[0005] Poor scalability: As game content continues to increase, traditional editors may require a lot of modification and expansion work to support new skills or game mechanisms.
[0006] Difficult to maintain: Since traditional editors lack a unified event handling mechanism, the maintenance and modification of game logic becomes complicated and prone to errors.
[0007] High learning cost: For developers who are not familiar with scripting languages or specific editors, learning and using these tools may require a lot of time and effort. Summary of the invention
[0008] In order to overcome the problem that the editors in the prior art lack sufficient flexibility and scalability, and are difficult to cope with the complex and changeable game logic requirements, and the existing editors do not support event-driven logic editing, which makes the maintenance and modification of game logic difficult, the purpose of the present invention is to provide a gameplay editing method and system based on TAC logic, which has strong flexibility and scalability, simple game logic maintenance and convenient modification.
[0009] The present invention is implemented by the following scheme:
[0010] A method for editing gameplay based on TAC logic, the method steps are as follows:
[0011] Step 1: Define TAC events;
[0012] Step 2: Based on the definition of TAC events, build TAC logic;
[0013] Step 3: Edit skill logic through TAC logic editor;
[0014] Step 4: Use TAC Logic to manage skill logic sets;
[0015] Step 5: Implement the preview effect on the game client.
[0016] Furthermore, step 1 is specifically as follows: defining TAC events includes defining basic types and attributes of triggers, actions and conditions.
[0017] Furthermore, step 2 is specifically as follows: based on the definition of the TAC event, a TAC logic is constructed, the TAC logic provides a graphical interface or a script interface, and can define and edit the TAC event;
[0018] Build TAC logic, including event definition module, event storage module, event trigger module and event execution module;
[0019] The event definition module is responsible for receiving TAC event information input by the user and storing it in the event storage module. The event definition module provides a graphical interface or script interface for users to define TAC events;
[0020] Support users to set the trigger type, trigger conditions and trigger value, support users to define specific TAC events that need to be executed, and support users to set the conditions for judging whether to execute;
[0021] The event storage module stores user-defined event information in the database and provides data query and modification functions to facilitate user management and maintenance of events.
[0022] The event trigger module is responsible for monitoring the trigger status and triggering the TAC event when the trigger condition is met. It provides two modes: real-time trigger and timed trigger.
[0023] The event execution module is responsible for executing specific TAC events, determining whether to continue execution based on conditions, and providing feedback on the TAC event execution status.
[0024] Furthermore, step 3 is as follows: using the TAC logic, multiple TAC events are combined into a complete skill logic through nested editing:
[0025] Determine skill objectives: clarify the goals and functions that the skill is to achieve, and analyze the various steps and conditions required for the skill;
[0026] Divide TAC events: Divide the skill logic into multiple independent TAC events based on the skill objectives. Each TAC event contains triggers, actions, and conditions.
[0027] Determine the sequence and logical relationship of events: Analyze the sequence and logical relationship between various TAC events;
[0028] Create basic TAC events: Create basic TAC events in the TAC logic, and set the trigger, action, and condition for each TAC event;
[0029] Set nested events: use a TAC event as part of the action or condition of another TAC event by referencing the identifier or name of the other TAC event in the action or condition; a TAC event can nest other TAC events, and the nested event can continue to nest other TAC events;
[0030] Set logical relationships: In nested events, set logical relationships between TAC events.
[0031] Furthermore, step 4 is specifically as follows: using the TAC logic device, multiple skill logics are combined into a skill logic set, which can be uniformly managed and called in the game, as follows:
[0032] Clarify skill logic requirements: determine which skill logic sets are needed in the game, which skill logic sets are included in each set, and analyze the associations and dependencies between skill logic sets;
[0033] Design a skill logic set framework: Design a unique identifier or name for each skill logic set, and determine how to store and call each skill logic in the skill logic set;
[0034] Define the properties of the skill logic set;
[0035] Create a skill logic set: Create a new skill logic set object in the TAC logic and set the properties of the object;
[0036] Add skill logic to the collection: Add existing skill logic to the skill logic collection by selecting the skill logic in the TAC Logic Explorer and dragging it to the collection object;
[0037] Set logical relationships in a collection: If there are specific logical relationships between the skill logics in a skill logic collection, you need to set the logical relationships in the collection by using logical operators and event triggers in the TAC logicizer.
[0038] Save and load skill logic sets: Save skill logic sets to the game's database or configuration files;
[0039] Perform game engine integration: Integrate TAC logic into the game engine;
[0040] Calling skill logic sets: Design a unified interface or method in the game to call skill logic sets, and trigger the execution of corresponding skill logic sets according to game requirements and player operations;
[0041] Monitor and debug: monitor the execution of skill logic sets while the game is running;
[0042] Updates and Maintenance: Update and maintain the skill logic set as the game is updated and player needs change.
[0043] A gameplay editing system based on a TAC logic, the system comprising: a TAC event definition module, a TAC logic construction module, a skill logic editing module, a skill logic management module, and a client preview module;
[0044] The TAC event definition module is used to define TAC events;
[0045] The TAC logic construction module is used to construct a TAC logic based on the definition of TAC events;
[0046] The skill logic editing module is used to nest and edit skill logic through the TAC logic;
[0047] The skill logic management module is used to manage the skill logic set using the TAC logic;
[0048] The client preview module is used to achieve the preview effect on the game client.
[0049] Furthermore, the TAC event definition module is specifically as follows: defining TAC events includes defining basic types and attributes of triggers, actions and conditions.
[0050] Furthermore, the TAC logic construction module is specifically as follows: based on the definition of TAC events, a TAC logic is constructed, and the TAC logic provides a graphical interface or a script interface, which can define and edit TAC events;
[0051] Build TAC logic, including event definition module, event storage module, event trigger module and event execution module;
[0052] The event definition module is responsible for receiving TAC event information input by the user and storing it in the event storage module. The event definition module provides a graphical interface or script interface for users to define TAC events;
[0053] Support users to set the trigger type, trigger conditions and trigger value, support users to define specific TAC events that need to be executed, and support users to set the conditions for judging whether to execute;
[0054] The event storage module stores user-defined event information in the database and provides data query and modification functions to facilitate user management and maintenance of events.
[0055] The event trigger module is responsible for monitoring the trigger status and triggering the TAC event when the trigger condition is met. It provides two modes: real-time trigger and timed trigger.
[0056] The event execution module is responsible for executing specific TAC events, determining whether to continue execution based on conditions, and providing feedback on the TAC event execution status.
[0057] Furthermore, the skill logic management module is specifically: using the TAC logic to combine multiple TAC events into a complete skill logic through nested editing:
[0058] Determine skill objectives: clarify the goals and functions that the skill is to achieve, and analyze the various steps and conditions required for the skill;
[0059] Divide TAC events: Divide the skill logic into multiple independent TAC events based on the skill objectives. Each TAC event contains triggers, actions, and conditions.
[0060] Determine the sequence and logical relationship of events: Analyze the sequence and logical relationship between various TAC events;
[0061] Create basic TAC events: Create basic TAC events in the TAC logic, and set the trigger, action, and condition for each TAC event;
[0062] Set nested events: use a TAC event as part of the action or condition of another TAC event by referencing the identifier or name of the other TAC event in the action or condition; a TAC event can nest other TAC events, and the nested event can continue to nest other TAC events;
[0063] Set logical relationships: In nested events, set logical relationships between TAC events.
[0064] Furthermore, the client preview module is specifically: using the TAC logic device, multiple skill logics are combined into a skill logic set, which can be uniformly managed and called in the game, as follows:
[0065] Clarify skill logic requirements: determine which skill logic sets are needed in the game, which skill logic sets are included in each set, and analyze the associations and dependencies between skill logic sets;
[0066] Design a skill logic set framework: Design a unique identifier or name for each skill logic set, and determine how to store and call each skill logic in the skill logic set;
[0067] Define the properties of the skill logic set;
[0068] Create a skill logic set: Create a new skill logic set object in the TAC logic and set the properties of the object;
[0069] Add skill logic to the collection: Add existing skill logic to the skill logic collection by selecting the skill logic in the TAC Logic Explorer and dragging it to the collection object;
[0070] Set logical relationships in a collection: If there are specific logical relationships between the skill logics in a skill logic collection, you need to set the logical relationships in the collection by using logical operators and event triggers in the TAC logicizer.
[0071] Save and load skill logic sets: Save skill logic sets to the game's database or configuration files;
[0072] Perform game engine integration: Integrate TAC logic into the game engine;
[0073] Calling skill logic sets: Design a unified interface or method in the game to call skill logic sets, and trigger the execution of corresponding skill logic sets according to game requirements and player operations;
[0074] Monitor and debug: monitor the execution of skill logic sets while the game is running;
[0075] Updates and Maintenance: Update and maintain the skill logic set as the game is updated and player needs change.
[0076] The beneficial effects of the present invention are:
[0077] The present invention provides a method and system for editing gameplay based on TAC logic, which can meet the requirements. BRIEF DESCRIPTION OF THE DRAWINGS
[0078] Figure 1 is a flow chart of the method of the present invention;
[0079] Figure 2 It is a structural block diagram of the system of the present invention. DETAILED DESCRIPTION
[0080] The present invention will be further described below in conjunction with the accompanying drawings.
[0081] See also Figure 1 , a method for editing gameplay based on TAC logic, the method steps are as follows:
[0082] Step 1: Define TAC events;
[0083] Step 2: Based on the definition of TAC events, build TAC logic;
[0084] Step 3: Edit skill logic through TAC logic editor;
[0085] Step 4: Use TAC Logic to manage skill logic sets;
[0086] Step 5: Implement the preview effect on the game client.
[0087] The present invention will be further described below in conjunction with a specific embodiment:
[0088] A method for editing gameplay based on a TAC logic device, the method comprising the following steps:
[0089] 1. Define TAC events
[0090] For example: In a MOBA game, the definition of TAC events needs to cover all common logic requirements in the game.
[0091] Trigger: It can be the hero's skill release, attack behavior, damage taken, movement to a specific location, etc.
[0092] Action: can be causing damage, applying effects (such as slowing down, silencing), changing hero status (such as invisibility, acceleration), summoning units, etc.
[0093] Condition: It can be whether the target is within range, whether the target meets a certain status (such as full health, whether there is a shield), whether the hero has enough resources (such as gold coins, energy), etc.
[0094] 2. Build TAC logic
[0095] Based on the above TAC event definition, a TAC logic with a graphical interface is constructed.
[0096] The TAC logic is constructed through an event management system, which includes event definition, event storage, event triggering and event execution modules.
[0097] The event definition module is responsible for receiving event information input by the user and storing it in the event storage module. The event definition module provides a graphical interface or script interface for users to define events. It supports users to set the type, trigger conditions and trigger values of triggers. It supports users to define specific transactions to be executed, including transaction types, transaction parameters and transaction execution order. It supports users to set conditions for judging whether to execute, including condition types, condition parameters and condition logic.
[0098] The event storage module stores user-defined event information in the database and provides data query and modification functions to facilitate user management and maintenance of events.
[0099] The event trigger module is responsible for monitoring the trigger status and triggering the event when the trigger condition is met. It provides two modes: real-time trigger and timed trigger to meet the needs of different scenarios.
[0100] The event execution module is responsible for executing specific transactions and judging whether to continue execution based on conditions. It provides feedback on the transaction execution status to help users understand the transaction execution status.
[0101] The logic should include the following functions:
[0102] Event Editor: Allows developers to define and edit triggers, actions, and conditions.
[0103] Logical connection: Provide logical connectors (such as AND, OR, NOT) to combine multiple conditions to form complex conditional judgments.
[0104] Event Chain: Allows developers to link multiple TAC events together to form a complete event chain to respond to complex logic requirements in the game.
[0105] 3. Nested editing skill logic;
[0106] Use the TAC logic to combine multiple TAC events into a complete skill logic through nested editing.
[0107] First, you need to determine the skill goal: clarify the goal and function that the skill is to achieve. Analyze the various steps and conditions required for the skill.
[0108] Secondly, divide TAC events: Divide the skill logic into multiple independent TAC events according to the skill objectives. Each TAC event should contain clear triggers, actions, and conditions.
[0109] Next, determine the event sequence and logical relationship: Analyze the sequence and logical relationship between each TAC event. Determine which events are executed sequentially, which events are executed in parallel, and which events are interdependent.
[0110] Then, create basic TAC events: Create each basic TAC event in the TAC logic. Set the trigger, action, and condition for each event.
[0111] After that, set up nested events: use one TAC event as part of the action or condition of another TAC event. This can be achieved by referencing the identifier or name of the other event in the action or condition. Nesting can be multi-layered, that is, one event can nest other events, and these nested events can further nest other events.
[0112] Finally, set the logical relationship: In the nested events, set the appropriate logical relationship, such as sequential execution, parallel execution, conditional judgment, etc. This can be achieved by using logical operators (such as AND, OR, NOT, etc.) in the TAC logic.
[0113] Take a hero skill in a MOBA game as an example, assuming the skill is "Lightning Chain":
[0114] Define trigger: When the hero releases the skill, the event is triggered.
[0115] Definition conditions: The target hero must be within the skill release range and the target hero is not in an invincible state.
[0116] Action definition: Deal damage to the target hero, with a chance to trigger an additional lightning jump effect (i.e. deal damage to a nearby target again).
[0117] In the TAC logic, developers can combine the above triggers, conditions and actions into a complete skill logic block through nested editing. For example, first define a basic action logic block (causing damage), then add conditional judgments (whether it is within the range, whether it is not invincible), and finally use the entire logic block as the response action of the trigger.
[0118] 4. Manage skill logic collection
[0119] Combine all heroes' skill logic blocks into a skill logic set to facilitate unified management and calling in the game.
[0120] Here are the specific technical steps to achieve this goal:
[0121] First, clarify the skill logic requirements: determine which skill logic sets are needed in the game and which skill logics are included in each set. Analyze the associations and dependencies between skill logic sets.
[0122] Second, design the skill logic collection framework: design a unique identifier or name for each skill logic collection. Determine the storage and call methods of each skill logic in the skill logic collection.
[0123] Third, define the properties of the skill logic set: including the name, description, and list of included skill logics. You can also define some additional properties, such as the priority of the set and whether it is editable.
[0124] Fourth, create a skill logic collection: Create a new skill logic collection object in the TAC logic, and set the object's identifier, name, description and other properties.
[0125] Fifth, add skill logic to the collection: add the existing skill logic (ie TAC event combination) to the skill logic collection. This can be achieved by selecting the skill logic in the TAC logic and dragging it to the collection object.
[0126] Sixth, set the logical relationship of the collection: If there are specific logical relationships between the skill logics in the skill logic collection (such as sequential execution, conditional triggering, etc.), you need to set these logical relationships in the collection. This can be achieved by using logical operators and event triggers in the TAC logic.
[0127] Seventh, save and load skill logic collection: save the skill logic collection to the game's database or configuration file so that it can be loaded and used when the game is running. Design a unified interface or method to load the skill logic collection and load it into the game's memory.
[0128] Eighth, conduct game engine integration: Integrate the TAC logic into the game engine to ensure that the game can recognize and execute TAC events and skill logic sets, and realize communication and interaction between the TAC logic and the game engine.
[0129] Ninth, calling the skill logic set: Design a unified interface or method in the game to call the skill logic set. According to the game requirements and the player's operation, trigger the execution of the corresponding skill logic set.
[0130] Tenth, monitor and debug: monitor the execution of skill logic sets while the game is running to ensure that they are executed correctly and achieve the expected results. Provide debugging tools and methods to quickly locate and resolve problems when they occur.
[0131] 11. Update and maintenance: As the game is updated and the needs of players change, the skill logic set is updated and maintained. Add new skill logic to the set, modify or delete existing skill logic, and adjust the logical relationship of the set.
[0132] Through the above steps, we can use TAC logic to combine multiple skill logics into a skill logic set, and manage and call them uniformly in the game. This not only improves the flexibility and scalability of the game skill system, but also provides players with a richer and more diverse gaming experience.
[0133] In MOBA games, each hero has a unique skill combination, so the skill logic set needs to support the management and configuration of multiple skill logic blocks.
[0134] 5. Implement preview effect in game client
[0135] During the game development process, skill logic and skill logic collection are continuously implemented. The logical behavior is implemented on the client to achieve the corresponding logical effect. For example, by simulating combat scenes to verify whether the effect of the skill meets expectations, adjust the skill's damage value, cooldown time and other parameters to optimize the game experience. In addition, the TAC logic needs to be performance tested to ensure that it can efficiently handle a large number of events in the game.
[0136] See also Figure 2 , a gameplay editing system based on TAC logic, characterized in that the system includes: a TAC event definition module, a TAC logic construction module, a skill logic editing module, a skill logic management module, and a client preview module;
[0137] The TAC event definition module is used to define TAC events;
[0138] The TAC logic construction module is used to construct a TAC logic based on the definition of TAC events;
[0139] The skill logic editing module is used to nest and edit skill logic through the TAC logic;
[0140] The skill logic management module is used to manage the skill logic set using the TAC logic;
[0141] The client preview module is used to achieve the preview effect on the game client.
[0142] In one embodiment of the present invention, the TAC event definition module is specifically as follows: defining TAC events includes defining basic types and properties of triggers, actions and conditions to ensure that they can cover common logical requirements in the game.
[0143] In one embodiment of the present invention, the TAC logic construction module is specifically: based on the definition of TAC events, a TAC logic is constructed, and the TAC logic provides a graphical interface or a script interface, which can define and edit TAC events.
[0144] In one embodiment of the present invention, the skill logic management module specifically utilizes the TAC logic to combine multiple TAC events into a complete skill logic through nested editing.
[0145] In one embodiment of the present invention, the client preview module specifically utilizes the TAC logic to combine multiple skill logics into a skill logic set, which can be uniformly managed and called in the game.
[0146] Specifically, in another embodiment of the present invention, the client preview module is specifically: during the game development process, skill logic and skill logic sets are continuously implemented to ensure that they can correctly realize the intention of game design, and then the logical behavior is implemented on the client to achieve the corresponding logical effect.
[0147] The following are examples of specific application scenarios of the present invention:
[0148] Suppose there is a hero named "Thunderstorm Mage" in a MOBA game, and he has an ultimate skill called "Thunderstorm Coming". The effect of this skill is to summon a thunderstorm in a specified area, causing damage to all enemies in the area and slowing them down.
[0149] Define trigger: When the "Thunderstorm Mage" releases the "Thunderstorm Coming" skill, the event is triggered.
[0150] Definition conditions: There must be at least one enemy in the specified area.
[0151] Defined action: Summons a thunderstorm in a specified area, dealing damage and slowing down all enemies in the area. In addition, additional effects can be added, such as reducing the enemy's magic resistance or increasing the "Thunderstorm Mage's" spell power.
[0152] In the TAC logic, developers can combine the above triggers, conditions and actions into a complete SkillLogic logic block through nested editing, and add it to the skill set of "Thunderstorm Mage". In the game, when the player selects "Thunderstorm Mage" and releases the "Thunderstorm Coming" skill, the TAC logic will automatically trigger the event chain of the skill, execute the corresponding actions and produce the expected effect.
[0153] Through this method, developers can more efficiently define and edit in-game skills and behaviors, improving the playability and fun of the game.
[0154] The above description is only a preferred embodiment of the present invention. All equivalent changes and modifications made according to the scope of the patent application of the present invention should fall within the scope of the present invention.
Claims
1. A method for editing gameplay based on TAC logic, characterized in that: The method steps are as follows: Step 1: Define TAC events; Step 2: Based on the definition of TAC events, build TAC logic; Step 3: Edit skill logic through TAC logic editor; Step 4: Use TAC Logic to manage skill logic sets; Step 5: Implement the preview effect on the game client.
2. The method for editing gameplay based on TAC logic according to claim 1, characterized in that: Step 1 is specifically as follows: defining TAC events includes defining basic types and attributes of triggers, actions and conditions.
3. The method for editing gameplay based on TAC logic according to claim 2, characterized in that: Step 2 is specifically as follows: based on the definition of TAC events, a TAC logic is constructed, and the TAC logic provides a graphical interface or a script interface to define and edit TAC events; Build TAC logic, including event definition module, event storage module, event trigger module and event execution module; The event definition module is responsible for receiving TAC event information input by the user and storing it in the event storage module. The event definition module provides a graphical interface or script interface for users to define TAC events; Support users to set the trigger type, trigger conditions and trigger value, support users to define specific TAC events that need to be executed, and support users to set the conditions for judging whether to execute; The event storage module stores user-defined event information in the database and provides data query and modification functions to facilitate user management and maintenance of events. The event trigger module is responsible for monitoring the trigger status and triggering the TAC event when the trigger condition is met. It provides two modes: real-time trigger and timed trigger. The event execution module is responsible for executing specific TAC events, determining whether to continue execution based on conditions, and providing feedback on the TAC event execution status.
4. The method for editing gameplay based on TAC logic according to claim 1, characterized in that: Step 3 is as follows: Use the TAC logic to combine multiple TAC events into a complete skill logic through nested editing: Determine skill objectives: clarify the goals and functions that the skill is to achieve, and analyze the various steps and conditions required for the skill; Divide TAC events: Divide the skill logic into multiple independent TAC events based on the skill objectives. Each TAC event contains triggers, actions, and conditions. Determine the sequence and logical relationship of events: Analyze the sequence and logical relationship between various TAC events; Create basic TAC events: Create basic TAC events in the TAC logic, and set the trigger, action, and condition for each TAC event; Set nested events: use a TAC event as part of the action or condition of another TAC event by referencing the identifier or name of the other TAC event in the action or condition; a TAC event can nest other TAC events, and the nested event can continue to nest other TAC events; Set logical relationships: In nested events, set logical relationships between TAC events.
5. The method for editing gameplay based on TAC logic according to claim 1, characterized in that: Step 4 is as follows: Use the TAC logic to combine multiple skill logics into a skill logic set, which can be managed and called uniformly in the game, as follows: Clarify skill logic requirements: determine which skill logic sets are needed in the game, which skill logic sets are included in each set, and analyze the associations and dependencies between skill logic sets; Design a skill logic set framework: Design a unique identifier or name for each skill logic set, and determine how to store and call each skill logic in the skill logic set; Define the properties of the skill logic set; Create a skill logic set: Create a new skill logic set object in the TAC logic and set the properties of the object; Add skill logic to the collection: Add existing skill logic to the skill logic collection by selecting the skill logic in the TAC Logic Explorer and dragging it to the collection object; Set logical relationships in a collection: If there are specific logical relationships between the skill logics in a skill logic collection, you need to set the logical relationships in the collection by using logical operators and event triggers in the TAC logicizer. Save and load skill logic sets: Save skill logic sets to the game's database or configuration files; Perform game engine integration: Integrate TAC logic into the game engine; Calling skill logic sets: Design a unified interface or method in the game to call skill logic sets, and trigger the execution of corresponding skill logic sets according to game requirements and player operations; Monitor and debug: monitor the execution of skill logic sets while the game is running; Updates and Maintenance: Update and maintain the skill logic set as the game is updated and player needs change.
6. A gameplay editing system based on TAC logic, characterized in that: The system includes: a TAC event definition module, a TAC logic construction module, a skill logic editing module, a skill logic management module, and a client preview module; The TAC event definition module is used to define TAC events; The TAC logic construction module is used to construct a TAC logic based on the definition of TAC events; The skill logic editing module is used to nest and edit skill logic through the TAC logic; The skill logic management module is used to manage the skill logic set using the TAC logic; The client preview module is used to achieve the preview effect on the game client.
7. A gameplay editing system based on TAC logic according to claim 6, characterized in that: The TAC event definition module specifically defines TAC events including defining basic types and attributes of triggers, actions, and conditions.
8. The gameplay editing system based on TAC logic according to claim 6, characterized in that: The TAC logic construction module is specifically as follows: based on the definition of TAC events, a TAC logic is constructed, and the TAC logic provides a graphical interface or a script interface to define and edit TAC events; Build TAC logic, including event definition module, event storage module, event trigger module and event execution module; The event definition module is responsible for receiving TAC event information input by the user and storing it in the event storage module. The event definition module provides a graphical interface or script interface for users to define TAC events; Support users to set the trigger type, trigger conditions and trigger value, support users to define specific TAC events that need to be executed, and support users to set the conditions for judging whether to execute; The event storage module stores user-defined event information in the database and provides data query and modification functions to facilitate user management and maintenance of events. The event trigger module is responsible for monitoring the trigger status and triggering the TAC event when the trigger condition is met. It provides two modes: real-time trigger and timed trigger. The event execution module is responsible for executing specific TAC events, determining whether to continue execution based on conditions, and providing feedback on the TAC event execution status.
9. The gameplay editing system based on TAC logic according to claim 6, characterized in that: The skill logic management module is as follows: using the TAC logic, multiple TAC events are combined into a complete skill logic through nested editing: Determine skill objectives: clarify the goals and functions that the skill is to achieve, and analyze the various steps and conditions required for the skill; Divide TAC events: Divide the skill logic into multiple independent TAC events based on the skill objectives. Each TAC event contains triggers, actions, and conditions. Determine the sequence and logical relationship of events: Analyze the sequence and logical relationship between various TAC events; Create basic TAC events: Create basic TAC events in the TAC logic, and set the trigger, action, and condition for each TAC event; Set nested events: use a TAC event as part of the action or condition of another TAC event by referencing the identifier or name of the other TAC event in the action or condition; a TAC event can nest other TAC events, and the nested event can continue to nest other TAC events; Set logical relationships: In nested events, set logical relationships between TAC events.
10. The gameplay editing system based on TAC logic according to claim 6, characterized in that: The client preview module is as follows: using the TAC logic, multiple skill logics are combined into a skill logic set, which can be uniformly managed and called in the game, as follows: Clarify skill logic requirements: determine which skill logic sets are needed in the game, which skill logic sets are included in each set, and analyze the associations and dependencies between skill logic sets; Design a skill logic set framework: Design a unique identifier or name for each skill logic set, and determine how to store and call each skill logic in the skill logic set; Define the properties of the skill logic set; Create a skill logic set: Create a new skill logic set object in the TAC logic and set the properties of the object; Add skill logic to the collection: Add existing skill logic to the skill logic collection by selecting the skill logic in the TAC Logic Explorer and dragging it to the collection object; Set logical relationships in a collection: If there are specific logical relationships between the skill logics in a skill logic collection, you need to set the logical relationships in the collection by using logical operators and event triggers in the TAC logicizer. Save and load skill logic sets: Save skill logic sets to the game's database or configuration files; Perform game engine integration: Integrate TAC logic into the game engine; Calling skill logic sets: Design a unified interface or method in the game to call skill logic sets, and trigger the execution of corresponding skill logic sets according to game requirements and player operations; Monitor and debug: monitor the execution of skill logic sets while the game is running; Updates and Maintenance: Update and maintain the skill logic set as the game is updated and player needs change.