A game combat damage settlement method and device based on dynamic adjustment of multiple factors
By adopting a multi-factor dynamic adjustment game combat damage settlement method in the game, the problem of inflexible skill damage settlement method in the existing technology is solved, and higher diversity in skill development and game fun is achieved.
Patent Information
- Application Number
- CN202411889181.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-20
- Publication Date
- 2025-04-04
AI Technical Summary
It is difficult for existing game development technology to achieve flexible skill damage settlement methods, resulting in insufficient diversity and robustness of skill development, reducing the fun of the game.
The game combat damage settlement method based on multi-factor dynamic adjustment is adopted. By determining several attack coordinates, executing multi-step damage settlement steps, and dynamically selecting attack targets based on attack mode and parameters, the irregular shape attack range and diversified combat methods are achieved.
It improves the flexibility of skill attack range settings and the diversity of game combat methods, improves the efficiency and skill complexity of game development, and enhances the fun of the game.
Smart Images

Figure CN119746415A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game development, and in particular to a method and device for calculating game combat damage based on dynamic adjustment of multiple factors. Background Art
[0002] In modern video games, especially in role-playing games (RPG) and multiplayer online battle arena (MOBA) games, the characters controlled by the players often interact with other characters in the game in various forms, the most common of which is combat. In order to increase the realism and fun of the game, developers have designed complex algorithms to simulate the combat process, especially those involving irregular damage ranges and complex damage value calculations.
[0003] The prior art reduces the diversity of skill settings and the fun of players by setting skills as fixed-point single skills or as range skills with regular shapes (such as circles, rectangles, etc.). In addition, when calculating skill damage, a corresponding linear calculation formula is often set for the damage calculation of each skill. Therefore, when facing games with more skill settings, the above damage calculation method will not only reduce the robustness of the game development process, but also fail to cope with more complex skill designs, reducing the fun of the game.
[0004] Therefore, how to improve the diversity and robustness of skill development in the game development process through a more flexible skill damage settlement method and further improve the fun of the game is a technical problem that needs to be solved at present. Summary of the invention
[0005] The present application provides a method and device for game combat damage settlement based on dynamic adjustment of multiple factors, in order to solve the technical problem that needs to be solved at present, that is, how to improve the diversity and robustness of skill development in the game development process through a more flexible skill damage settlement method, and further improve the fun of the game.
[0006] In order to solve the above technical problems, in a first aspect, an embodiment of the present application provides a game battle damage settlement method based on dynamic adjustment of multiple factors, including:
[0007] Determining a plurality of first attack coordinates according to a first skill released by a first character currently controlled by a user; the first skill includes a plurality of first damage settlement steps in a specified execution order;
[0008] Determine a third character attacked by the first character from among all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character;
[0009] The first damage settlement steps are executed sequentially for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, and the first damage settlement result corresponding to the third character is output.
[0010] Compared with the prior art, the embodiments of the present application have the following beneficial effects: determining the first attack coordinates of the first skill attack according to the first skill, discretizing a distance range into coordinate points, so that the attack range of the first skill can be set to an irregular shape, thereby improving the flexibility of setting the skill attack range; further, according to different first attack models, different third characters are selected, thereby improving the diversity of game combat mode selection, thereby improving the fun of the game; and by discretizing the damage settlement process of a first skill into several first damage settlement steps, when executing the damage settlement step, it is possible to avoid calculating and executing an invalid first damage settlement step, and settle the damage in advance to improve the damage settlement efficiency; at the same time, by embedding an additional first damage settlement step or modifying one of the first damage settlement steps, the skill can be quickly updated, thereby improving the flexibility and efficiency of skill development, and at the same time increasing the complexity of the skill and the upper limit of the fun of the game.
[0011] In some embodiments of the first aspect of the present application, the first damage settlement steps are sequentially executed on each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, including:
[0012] The first damage settlement result of each of the first damage settlement steps is the input of the corresponding next first damage settlement step;
[0013] When the first damage result of the first damage settlement step currently being executed fails to cause damage to the third character, the first damage settlement process is terminated and settled in advance.
[0014] Compared with the prior art, the above embodiment has the following beneficial effects: since the first skill includes multiple first damage settlement steps, in some first damage settlement steps, such as the dodge determination step, the attacked person dodges the damage, or the attacked person triggers active or passive effects, that is, the attacked person is in a state of damage immunity. At this time, even if there are other first damage settlement steps after these first damage settlement steps, no real damage can be caused. Therefore, the first damage settlement process can be ended in advance to avoid executing redundant first damage settlement steps and improve the damage settlement efficiency.
[0015] In some embodiments of the first aspect of the present application, determining a plurality of first attack coordinates according to a first skill released by a first character currently controlled by a user includes:
[0016] The first skill includes the coordinates of the first offset point in the direction of each skill release;
[0017] Determining a plurality of second offset point coordinates from all first offset point coordinates according to the skill release direction when the first character releases the first skill;
[0018] Add the coordinates of each of the second offset points to the first release coordinates of the first skill in sequence to obtain the first attack coordinates.
[0019] Compared with the prior art, the above embodiment has the following beneficial effects: since the skill release is in an irregular shape range, the first offset point coordinates of each skill release direction are recorded in the first skill, and the second offset point coordinates of the first skill are determined according to the direction in which the first character currently releases the skill, and the second offset point coordinates are added to the first release coordinates, the skill release in any shape range can be achieved, thereby improving the diversity and fun of the skills.
[0020] In some embodiments of the first aspect of the present application, the first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
[0021] Compared with the prior art, the above-mentioned embodiment has the following beneficial effects: in order to improve the diversity of skill effects, when the first character releases a skill, by flexibly setting the first release coordinate, the release point of the skill in the game interface can be not only around the first character, but also around the attacked target, or around multiple unconnected release points, thereby improving the fun of the game.
[0022] In some embodiments of the first aspect of the present application, determining a third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character includes:
[0023] By performing a bitwise left shift operation, the preset first binary number is shifted by the number of bits of the first parameter to obtain a second binary number corresponding to each of the second roles;
[0024] Obtain a second parameter of the first attack mode, perform a bitwise AND operation on the second binary number and the second parameter, and obtain a third binary number corresponding to each of the second characters;
[0025] The second role whose decimal value of the third binary number is greater than a first preset value is selected as the third role.
[0026] Compared with the prior art, the above embodiment has the following beneficial effects: by operating simple binary operators in combination with the first parameter and the second parameter, the attacked character in different attack modes can be identified and the skill response speed can be improved; at the same time, by setting up different attack modes, players can experience more diverse combat methods, thereby increasing the fun of the game.
[0027] In a second aspect, the embodiment of the present application further provides a game battle damage settlement device based on dynamic adjustment of multiple factors, comprising: a first attack coordinate confirmation module, a third role confirmation module and a first damage settlement module;
[0028] The first attack coordinate confirmation module is used to determine a number of first attack coordinates according to a first skill released by a first character currently controlled by a user; the first skill includes a number of first damage settlement steps having a specified execution order;
[0029] The third character confirmation module is used to determine the third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character;
[0030] The first damage settlement module is used to execute each of the first damage settlement steps in sequence for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, and output the first damage settlement result corresponding to the third character.
[0031] In some embodiments of the second aspect of the present application, the first damage settlement steps are sequentially executed on each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, including:
[0032] The first damage settlement result of each of the first damage settlement steps is the input of the corresponding next first damage settlement step;
[0033] When the first damage result of the first damage settlement step currently being executed fails to cause damage to the third character, the first damage settlement process is terminated and settled in advance.
[0034] In some embodiments of the second aspect of the present application, determining a plurality of first attack coordinates according to a first skill released by a first character currently controlled by a user includes:
[0035] The first skill includes the coordinates of the first offset point in the direction of each skill release;
[0036] Determining a plurality of second offset point coordinates from all first offset point coordinates according to the skill release direction when the first character releases the first skill;
[0037] Add the coordinates of each of the second offset points to the first release coordinates of the first skill in sequence to obtain the first attack coordinates.
[0038] In some embodiments of the second aspect of the present application, the first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
[0039] In some embodiments of the second aspect of the present application, determining a third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character includes:
[0040] By performing a bitwise left shift operation, the preset first binary number is shifted by the number of bits of the first parameter to obtain a second binary number corresponding to each of the second roles;
[0041] Obtain a second parameter of the first attack mode, perform a bitwise AND operation on the second binary number and the second parameter, and obtain a third binary number corresponding to each of the second characters;
[0042] The second role whose decimal value of the third binary number is greater than a first preset value is selected as the third role. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] Figure 1 A flowchart of a method for calculating game combat damage based on dynamic adjustment of multiple factors provided in some embodiments of the present application;
[0044] Figure 2 A schematic diagram of a first attack coordinate provided in some embodiments of the present application;
[0045] Figure 3 This is a schematic diagram of the structure of a game combat damage settlement device based on dynamic adjustment of multiple factors provided in some embodiments of the present application. DETAILED DESCRIPTION
[0046] The prior art reduces the diversity of skill settings and the fun of players by setting skills as fixed-point single skills or as range skills with regular shapes (such as circles, rectangles, etc.). In addition, when calculating skill damage, a corresponding linear calculation formula is often set for the damage calculation of each skill. Therefore, when facing games with more skill settings, the above damage calculation method will not only reduce the robustness of the game development process, but also fail to cope with more complex skill designs, reducing the fun of the game.
[0047] In order to solve the above technical problems, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.
[0048] Embodiment 1
[0049] Please refer to Figure 1 , a game battle damage settlement method based on dynamic adjustment of multiple factors provided in an embodiment of the present application, including S10 to S30, specifically:
[0050] S10: Determine a number of first attack coordinates according to a first skill released by a first character currently controlled by the user; the first skill includes a number of first damage settlement steps in a specified execution order.
[0051] Further, in some embodiments of the present application, determining a plurality of first attack coordinates according to the first skill released by the first character currently controlled by the user includes:
[0052] The first skill includes the coordinates of the first offset point in the direction of each skill release;
[0053] Determining a plurality of second offset point coordinates from all first offset point coordinates according to the skill release direction when the first character releases the first skill;
[0054] Add the coordinates of each of the second offset points to the first release coordinates of the first skill in sequence to obtain the first attack coordinates.
[0055] Since the skill release is in an irregular shape range, the first offset point coordinates of each skill release direction are recorded in the first skill, and the second offset point coordinates of the first skill are determined according to the direction in which the first character currently releases the skill. The second offset point coordinates are added to the first release coordinates to achieve the release of skills in any shape range, thereby improving the diversity and fun of the skills.
[0056] Preferably, in some embodiments of the present application, the first offset coordinate point of the first skill is a parameter set in advance during the skill development phase. The first skill is usually designed in multiple directions during initialization, such as four directions of up, down, left, and right, or eight directions of up, down, left, right, and upper left, lower left, upper right, and lower right. Therefore, the first offset coordinate point is usually stored in a three-dimensional array. Taking eight directions as an example, the three-dimensional array recording the first offset coordinate point is as follows:
[0057] Area[8][5][2]={{{-1,0},{-1,1},{0,1},{1,1},{1,0}},
[0058] {{-1,1},{0,1},{1,1},{1,0},{1,-1}},
[0059] {{0,1},{1,1},{1,0},{1,-1},{0,-1}},
[0060] {{1,1},{1,0},{1,-1},{0,-1},{-1,-1}},
[0061] {{-1,0},{-1,-1},{0,-1},{1,-1},{1,0}},
[0062] {{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1}},
[0063] {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1}},
[0064] {{-1,-1},{-1,0},{-1,1},{0,1},{1,1}}}
[0065] In Area[8][5][2], 8 represents 8 directions; 5 represents 5 coordinates in each direction; and 2 represents that each coordinate consists of two data items, one on the X-axis and the other on the Y-axis. Figure 2 , taking the above direction as an example, Figure 2 The first offset coordinate point in is {{-1,0},{-1,1},{0,1},{1,1},{1,0}}. Figure 2 The coordinates {0, 0} of the first character in are added to obtain the first release coordinates, which are the attack area corresponding to the coordinates of the first character.
[0066] Further, in some embodiments of the present application, the first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
[0067] Preferably, in some embodiments of the present application, the first release coordinates can also be set to the coordinates of the attacking character designated by the first character and through the above Figure 2 The attack area is calculated by the method shown in ; or the coordinates of the first character and the coordinates of the designated attacking character are combined, and the first offset coordinate point is added to the coordinates of the first character and the coordinates of the designated attacking character respectively to obtain two independent areas for the first skill attack.
[0068] After the first character releases a skill, the present application flexibly sets the first release coordinate so that the release point of the skill in the game interface can be not only around the first character, but also around the attacked target, or around multiple unconnected release points, thereby increasing the fun of the game.
[0069] S20: Determine a third character attacked by the first character from among all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character.
[0070] Further, in some embodiments of the present application, determining the third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character includes:
[0071] By performing a bitwise left shift operation, the preset first binary number is shifted by the number of bits of the first parameter to obtain a second binary number corresponding to each of the second roles;
[0072] Obtain a second parameter of the first attack mode, perform a bitwise AND operation on the second binary number and the second parameter, and obtain a third binary number corresponding to each of the second characters;
[0073] The second role whose decimal value of the third binary number is greater than a first preset value is selected as the third role.
[0074] Preferably, in some embodiments of the present application, the first attack mode can be divided into an all-player mode and a peace mode. When the first character is in the all-player mode, it means that the first character can attack all characters in the game, including but not limited to characters controlled by other players, game monsters or game NPCs and other targets; when the first character is in the peace mode, it means that the first character can only attack limited characters, such as monsters in the game.
[0075] Preferably, in some embodiments of the present application, the third role can be determined according to the first parameter, the second parameter and other data through the following preferred implementation:
[0076] S21: Set the first parameter of the target that is a monster among the second characters to the decimal number 1, set the first parameter of the target that is other game players among the second characters to the decimal number 2, and set the first binary number to 1;
[0077] S22: When the first character is in the all - mode, set the second parameter to the binary number 110; when the first character is in the peaceful - mode, set the second parameter to the binary number 10;
[0078] S23: According to the parameters set in S21 to S22, obtain the calculation result by combining the following formula. When the calculation result is 0, it means the corresponding second character cannot be attacked. If the calculation result is greater than 0, it means the second character can be attacked, that is, this second character is the third character:
[0079] 1 << target_type & second parameter
[0080] Wherein, << is the left - shift operator; target_type is the first parameter of the second character; 1 << target_type represents the binary number 1 shifted left by target_type bits; & is the bit - wise AND operator between binary numbers.
[0081] To better illustrate the calculation result of the above - mentioned third character, the following is an example to illustrate the judgment of the third character in the all - mode:
[0082] In the all - mode, the second parameter is 110. At this time, when attacking a monster, the first parameter of the monster is 1. Then the above - mentioned calculation formula is: 1 << 1 & 110, which means converting 1 into a binary form and shifting it left by 1 bit to get the binary value 10, and then performing a bit - wise AND operation on 10 and the second parameter 110 to get the binary value 10. This value is greater than 0, indicating that the monster is the third character in the all - mode, that is, it can be attacked; in the all - mode, when attacking other game players, the first parameter of other game players is 2. Then the above - mentioned calculation formula is 1 << 2 & 110. Similarly, convert 1 into a binary form and shift it left by 2 bits to get the binary value 100, and then perform a bit - wise AND operation on 110 and the second parameter 110 to get the binary result 100. This value is greater than 0, indicating that this character is the third character, that is, it can be attacked.
[0083] As can be seen from the above - mentioned preferred embodiments, the judgment process of the third character only needs to perform binary number operations. Thus, through simple operator operations on binary numbers, combined with the first parameter and the second parameter, the identification of the attacked characters in different attack modes is realized, improving the skill response speed; at the same time, by setting up different attack modes, players can experience more diverse combat methods, thereby improving the fun of the game.
[0084] S30: Execute each of the first damage settlement steps in sequence for each of the third characters, until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, and output the first damage settlement result corresponding to the third character.
[0085] Further, in some embodiments of the present application, the first damage settlement steps are sequentially executed on each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, including:
[0086] The first damage settlement result of each of the first damage settlement steps is the input of the corresponding next first damage settlement step;
[0087] When the first damage result of the first damage settlement step currently being executed fails to cause damage to the third character, the first damage settlement process is terminated and settled in advance.
[0088] Preferably, in some embodiments of the present application, the first damage settlement step includes but is not limited to: a hit calculation step, a critical hit calculation step, an attack power calculation step, a defense calculation step, a damage increase and decrease calculation step, a blood deduction and floating word calculation step, an active trigger, and a passive trigger.
[0089] Preferably, in some embodiments of the present application, the above-mentioned first damage settlement step can be performed by performing feature abstraction extraction on all skills in the game to obtain the same characteristics between different skills, thereby generating a corresponding first damage settlement step.
[0090] Preferably, in some embodiments of the present application, by registering several specific first damage settlement steps for each skill in advance, and the registered first damage settlement steps have a fixed execution order. When the first skill is released to the third character, the first damage settlement process begins to execute, and each first damage settlement step is executed. The corresponding first damage settlement step has the right to feedback the current settlement result to both clients, and at the same time, it is determined whether the entire first damage settlement process can be terminated in advance based on the current settlement result.
[0091] In order to explain the above first damage settlement process more clearly, the following is an example of the first damage settlement step mentioned in the above embodiment:
[0092] First, the hit calculation step is executed. If the settlement result is a miss, the miss result will be fed back to the clients of both parties, and the first damage settlement process will be ended in advance, thereby improving the damage settlement efficiency. Otherwise, the hit result will be fed back to the clients of both parties, and then the next step will be entered; if a critical hit is triggered in the critical hit calculation step, the critical hit settlement message will also be synchronized to the clients of both parties, and the current damage critical hit multiplier will be transferred to the next step; the next step is to float within a certain range according to the attack power of the first character to randomly output a specific attack power, and multiply it with the critical hit multiplier passed in the previous step to obtain the current settlement damage, which is also the basic damage of this attack, and pass this value to the next step; the defense calculation step obtains the defense power of the third character , combined with the basic damage passed in the previous step, through linear operations such as addition and subtraction, percentage multiplication, etc., calculate the new damage value under the condition of the third character's defense, and pass this value to the next step; then enter the damage increase and decrease link, this step will process the increase or decrease of the damage value according to the gain and debuff effects of both parties caused by the first character, the third character, and the specific scene, and obtain a new damage value again; finally, in the blood deduction link, at this time, the actual damage caused by the first skill to the third character is already known, and the composition of the damage value has been clarified, such as critical hit value, basic damage, defense deduction, etc., by sending the composition of the damage value to the client, so that the player can clearly obtain the specific information of the damage caused by the first skill this time. In addition, active and passive triggers usually meet some special needs, such as: how many times the first character actively attacks to enter the red temperature state or the player has a probability of triggering a protective shield when attacked.
[0093] From the above examples, we can see that since the first skill includes multiple first damage settlement steps, some first damage settlement steps, such as the dodge determination step, the attacked person dodges the damage, or the attacked person triggers active or passive effects, that is, the attacked person is in a state of damage immunity. At this time, even if there are other first damage settlement steps after these first damage settlement steps, no real damage can be caused. Therefore, the first damage settlement process can be ended in advance to avoid executing redundant first damage settlement steps and improve the damage settlement efficiency. At the same time, it can also make players know the skill damage logic more clearly, so that players can make timely adjustments according to their own game strategies and improve the fun of the game.
[0094] In summary, the game combat damage settlement method based on dynamic adjustment of multiple factors provided by the embodiment of the present application has the following beneficial effects: determining the first attack coordinates of the first skill attack according to the first skill, and discretizing a distance range into coordinate points, so that the attack range of the first skill can be set to an irregular shape, thereby improving the flexibility of the skill attack range setting; further, according to different first attack models, different third characters are selected, which improves the diversity of game combat mode selection, thereby improving the fun of the game; and by discretizing the damage settlement process of a first skill into several first damage settlement steps, when executing the damage settlement step, it is possible to avoid calculating and executing invalid first damage settlement steps, and settle damage in advance to improve the damage settlement efficiency; at the same time, by embedding additional first damage settlement steps or modifying one of the first damage settlement steps, the skills can be quickly updated, which improves the flexibility and efficiency of skill development, and at the same time improves the complexity of skills and the upper limit of game fun.
[0095] Embodiment 2
[0096] refer to Figure 3 , is a game combat damage settlement device based on dynamic adjustment of multiple factors provided in an embodiment of the present application, including: a first attack coordinate confirmation module 11, a third role confirmation module 12 and a first damage settlement module 13.
[0097] Furthermore, in some embodiments of the present application, the first attack coordinate confirmation module 11 is used to determine a number of first attack coordinates according to the first skill released by the first character currently controlled by the user; the first skill includes a number of first damage settlement steps in a specified execution order; the third character confirmation module 12 is used to determine the third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the first attack mode of the current first character; the first damage settlement module 13 is used to execute each of the first damage settlement steps on each of the third characters in sequence until the first damage settlement result of the currently executed first damage settlement step causes the first damage settlement process to end, and outputs the first damage settlement result corresponding to the third character.
[0098] Furthermore, in some embodiments of the present application, the first damage settlement steps are executed sequentially on each of the third characters until the first damage settlement result of the currently executed first damage settlement step causes the first damage settlement process to end, including: the first damage settlement result of each of the first damage settlement steps is the input corresponding to the next first damage settlement step; when the first damage result of the currently executed first damage settlement step fails to cause damage to the third character, the first damage settlement process is ended and settled in advance.
[0099] Furthermore, in some embodiments of the present application, the first attack coordinates are determined based on the first skill released by the first character currently controlled by the user, including: the first skill includes first offset point coordinates in each skill release direction; according to the skill release direction when the first character releases the first skill, a number of second offset point coordinates are determined from all the first offset point coordinates; each of the second offset point coordinates is added to the first release coordinate of the first skill in turn to obtain each of the first attack coordinates.
[0100] Further, in some embodiments of the present application, the first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
[0101] Furthermore, in some embodiments of the present application, determining the third character attacked by the first character from all the second characters based on the first parameters corresponding to the second characters at all the first attack coordinates and the first attack mode of the current first character includes: shifting a preset first binary number by the number of bits of the first parameter through a bitwise left shift operation to obtain a second binary number corresponding to each of the second characters; obtaining the second parameter of the first attack mode, performing a bitwise AND operation on the second binary number and the second parameter to obtain a third binary number corresponding to each of the second characters; and screening the second character whose decimal value of the third binary number is greater than the first preset value as the third character.
[0102] It can be understood that the above-mentioned device item embodiments correspond to the method item embodiments of the present invention. The game combat damage settlement device based on dynamic adjustment of multiple factors provided by the embodiments of the present invention can implement any method item embodiment of the present invention, that is, the game combat damage settlement method based on dynamic adjustment of multiple factors provided by Embodiment 1.
[0103] In summary, the game combat damage settlement device based on dynamic adjustment of multiple factors provided by the embodiment of the present application has the following beneficial effects: determining the first attack coordinates of the first skill attack according to the first skill, and discretizing a distance range into coordinate points, so that the attack range of the first skill can be set to an irregular shape, thereby improving the flexibility of the skill attack range setting; further, according to different first attack models, different third characters are selected, which improves the diversity of game combat mode selection, thereby improving the fun of the game; and by discretizing the damage settlement process of a first skill into several first damage settlement steps, when executing the damage settlement step, it is possible to avoid calculating and executing an invalid first damage settlement step, and settle the damage in advance to improve the damage settlement efficiency; at the same time, by embedding an additional first damage settlement step or modifying one of the first damage settlement steps, the skill can be quickly updated, which improves the flexibility and efficiency of skill development, and at the same time increases the complexity of the skill and the upper limit of the fun of the game.
[0104] Embodiment 3
[0105] Based on the above-mentioned embodiment of the game combat damage settlement method based on dynamic adjustment of multiple factors, another embodiment of the present application provides a game combat damage settlement terminal device based on dynamic adjustment of multiple factors. The game combat damage settlement terminal device based on dynamic adjustment of multiple factors includes a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor. When the processor executes the computer program, the game combat damage settlement method based on dynamic adjustment of multiple factors of any embodiment of the present application is implemented.
[0106] Exemplarily, in this embodiment, the computer program may be divided into one or more modules, which are stored in the memory and executed by the processor to complete the present application. The one or more modules may be a series of computer program instruction segments capable of completing specific functions, which are used to describe the execution process of the computer program in the game battle damage settlement device based on multi-factor dynamic adjustment.
[0107] The game battle damage settlement device based on dynamic adjustment of multiple factors can be a computing device such as a desktop computer, a notebook, a handheld computer, a cloud server, etc. The game battle damage settlement terminal device based on dynamic adjustment of multiple factors can include, but is not limited to, a processor and a memory.
[0108] The processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The processor is the control center of the game battle damage settlement device based on multi-factor dynamic adjustment, and uses various interfaces and lines to connect the various parts of the game battle damage settlement device based on multi-factor dynamic adjustment. The memory may be used to store the computer program and / or module, and the processor implements various functions of the game battle damage settlement device based on multi-factor dynamic adjustment by running or executing the computer program and / or module stored in the memory, and calling the data stored in the memory. The memory may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function, etc.; the data storage area may store data created according to the use of the mobile phone, etc. In addition, the memory may include high-speed random access memory and may also include non-volatile memory, such as a hard disk, a memory, a plug-in hard disk, a smart media card (SMC), a secure digital (SD) card, a flash card (Flash Card), at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0109] Embodiment 4
[0110] Based on the above-mentioned embodiment of the game combat damage settlement method based on dynamic adjustment of multiple factors, another embodiment of the present application provides a storage medium, wherein the storage medium includes a stored computer program, wherein when the computer program is running, the device where the storage medium is located is controlled to execute the game combat damage settlement method based on dynamic adjustment of multiple factors according to any embodiment of the present application.
[0111] In this embodiment, the storage medium is a computer-readable storage medium, and the computer program includes computer program code, which may be in source code form, object code form, executable file or some intermediate form, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.
[0112] The specific embodiments described above further describe the purpose, technical solutions and beneficial effects of the present application in detail. It should be understood that the above description is only a specific embodiment of the present application and is not intended to limit the scope of protection of the present application. It is particularly pointed out that for those skilled in the art, any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of protection of the present application.
Claims
1. A game combat damage settlement method based on dynamic adjustment of multiple factors, characterized in that: include: Determining a plurality of first attack coordinates according to a first skill released by a first character currently controlled by the user; the first skill includes a plurality of first damage settlement steps in a specified execution order; Determine a third character attacked by the first character from among all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character; The first damage settlement steps are executed sequentially for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, and the first damage settlement result corresponding to the third character is output.
2. A game battle damage settlement method based on dynamic adjustment of multiple factors as claimed in claim 1, characterized in that: The first damage settlement steps are sequentially executed for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, including: The first damage settlement result of each of the first damage settlement steps is the input of the corresponding next first damage settlement step; When the first damage result of the first damage settlement step currently being executed fails to cause damage to the third character, the first damage settlement process is terminated and settled in advance.
3. A method for calculating game combat damage based on dynamic adjustment of multiple factors as claimed in claim 1, characterized in that: The determining of a plurality of first attack coordinates according to the first skill released by the first character currently controlled by the user includes: The first skill includes the coordinates of the first offset point in the direction of each skill release; Determining a plurality of second offset point coordinates from all first offset point coordinates according to the skill release direction when the first character releases the first skill; Add the coordinates of each of the second offset points to the first release coordinates of the first skill in sequence to obtain the first attack coordinates.
4. A game battle damage settlement method based on dynamic adjustment of multiple factors as claimed in claim 3, characterized in that: The first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
5. A method for calculating game combat damage based on dynamic adjustment of multiple factors as claimed in claim 1, characterized in that: The determining, from all the second characters, a third character attacked by the first character according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character, comprises: By performing a bitwise left shift operation, the preset first binary number is shifted by the number of bits of the first parameter to obtain a second binary number corresponding to each of the second roles; Obtain a second parameter of the first attack mode, perform a bitwise AND operation on the second binary number and the second parameter, and obtain a third binary number corresponding to each of the second characters; The second role whose decimal value of the third binary number is greater than a first preset value is selected as the third role.
6. A game combat damage settlement device based on dynamic adjustment of multiple factors, characterized in that: include: A first attack coordinate confirmation module, a third role confirmation module, and a first damage settlement module; The first attack coordinate confirmation module is used to determine a number of first attack coordinates according to a first skill released by a first character currently controlled by a user; the first skill includes a number of first damage settlement steps having a specified execution order; The third character confirmation module is used to determine the third character attacked by the first character from all the second characters according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character; The first damage settlement module is used to execute each of the first damage settlement steps in sequence for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, and output the first damage settlement result corresponding to the third character.
7. A game battle damage settlement device based on dynamic adjustment of multiple factors as claimed in claim 6, characterized in that: The first damage settlement steps are sequentially executed for each of the third characters until the first damage settlement result of the first damage settlement step currently being executed causes the first damage settlement process to end, including: The first damage settlement result of each of the first damage settlement steps is the input of the corresponding next first damage settlement step; When the first damage result of the first damage settlement step currently being executed fails to cause damage to the third character, the first damage settlement process is terminated and settled in advance.
8. A game battle damage settlement device based on dynamic adjustment of multiple factors as claimed in claim 6, characterized in that: The determining of a plurality of first attack coordinates according to the first skill released by the first character currently controlled by the user includes: The first skill includes the coordinates of the first offset point in the direction of each skill release; Determining a plurality of second offset point coordinates from all first offset point coordinates according to the skill release direction when the first character releases the first skill; Add the coordinates of each of the second offset points to the first release coordinates of the first skill in sequence to obtain the first attack coordinates.
9. A game battle damage settlement device based on dynamic adjustment of multiple factors as claimed in claim 8, characterized in that: The first release coordinates include one or more of the coordinates of the first character and the coordinates of the third character.
10. A game battle damage settlement device based on dynamic adjustment of multiple factors as claimed in claim 6, characterized in that: The determining, from all the second characters, a third character attacked by the first character according to the first parameters corresponding to the second characters at all the first attack coordinates and the current first attack mode of the first character, comprises: By performing a bitwise left shift operation, the preset first binary number is shifted by the number of bits of the first parameter to obtain a second binary number corresponding to each of the second roles; Obtain a second parameter of the first attack mode, perform a bitwise AND operation on the second binary number and the second parameter, and obtain a third binary number corresponding to each of the second characters; The second role whose decimal value of the third binary number is greater than a first preset value is selected as the third role.