Game control method, device, electronic device and storage medium
By setting a designated injury-bearing character in online games, the problem of non-player characters frequently switching attack targets is solved, and the stability of the combat rhythm and the improvement of game efficiency is achieved.
Patent Information
- Application Number
- CN202411835803.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-04-08
AI Technical Summary
In online games, non-player characters frequently switch attack targets during combat, resulting in unstable combat rhythm and affecting the combat strategy between players and game operation efficiency.
By setting a designated damage-bearing character in the virtual environment, non-player characters can attack the character during combat, thereby maintaining the stability of the attack target.
Ensures the smooth rhythm of the battle, assists the smooth implementation of players' combat strategies, and improves the game's running efficiency.
Smart Images

Figure CN119770971A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game control method, device, electronic device and storage medium. Background Art
[0002] Among various online games, especially role-playing games (RPG) and massively multiplayer online games (MMO), their rich gameplay has attracted more and more players and shown broad development prospects.
[0003] In the above-mentioned types of games, two game camps are usually set up, which are in a hostile state with each other. It is common for many characters in one game camp to fight with non-player characters (NPCs) in another game camp, such as monsters in the game. When conducting such battles, the non-player characters need to select a character in the hostile camp as the target of attack each time they attack. In the related art, there are some attack target selection mechanisms, but these mechanisms are prone to non-player characters frequently switching attack targets during the game battle, thereby disrupting the battle rhythm, frequently interfering with the battle strategies between players, and ultimately affecting the game operation efficiency.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] In view of this, the purpose of the present application is to provide a game control method, device, electronic device and storage medium, which can keep the attack targets of non-player characters during game battles relatively stable, so as to ensure a smooth battle rhythm and assist the smooth implementation of player combat strategies, thereby improving the game operation efficiency.
[0006] This application mainly includes the following aspects:
[0007] In a first aspect, an embodiment of the present application provides a method for controlling a game, the method comprising:
[0008] Arranging a first camp and a second camp in a virtual environment; wherein the first camp includes non-player characters;
[0009] In response to a trigger operation on the first character in the second camp, the first character is set as a designated damage-bearing character, so that the first character serves as a fixed attacking character for the non-player character.
[0010] In a second aspect, an embodiment of the present application further provides a game control device, the device comprising:
[0011] An arrangement module, used for arranging a first camp and a second camp in a virtual environment; wherein the first camp characters include non-player characters;
[0012] The setting module is used to respond to the triggering operation on the first character in the second camp and set the first character as a designated damage-bearing character, so that the first character serves as a fixed attacking character of the non-player character.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the game control method described in the first aspect or any possible implementation manner of the first aspect.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game control method described in the first aspect or any possible implementation manner of the first aspect are executed.
[0015] The embodiments of the present application provide a game control method, device, electronic device and storage medium. By setting a specific object that can bear damage, the attack target of a non-player character during a game battle can remain relatively stable. Compared with the situation in the related art where non-player characters frequently switch attack targets during a game battle, thereby disrupting the battle rhythm and frequently interfering with the battle strategies between players, the embodiments of the present application can ensure a smooth battle rhythm and assist the smooth implementation of the player's battle strategy, thereby improving the game operation efficiency.
[0016] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1A flowchart of a game control method provided by an embodiment of the present application is shown;
[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiment of the present application is shown;
[0020] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0021] Figure 4 A third schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0022] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;
[0023] Figure 6 One of the functional module diagrams of a game control device provided in an embodiment of the present application is shown;
[0024] Figure 7 A second functional module diagram of a game control device provided in an embodiment of the present application is shown;
[0025] Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0026] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme 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. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0027] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0028] In order to enable those skilled in the art to use the contents of this application, the following implementation is given in combination with the specific application scenario "game control". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.
[0029] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present application can be applied to any scenario requiring "game control". The embodiments of the present application are not limited to specific application scenarios. Any scheme using the game control method and device provided by the embodiments of the present application is within the protection scope of the present application.
[0030] It is worth noting that before the present application was filed, in some role-playing games and multiplayer online games, there were often situations where multiple characters fought against non-player characters in the enemy camp, such as monsters in the game. When conducting such battles, the non-player characters need to select a character in the enemy camp as the target of attack each time they attack. In the related art, there are some attack target selection mechanisms, but these mechanisms are prone to non-player characters frequently switching attack targets during the game battle, thereby disrupting the battle rhythm, frequently interfering with the battle strategies between players, and ultimately affecting the game operation efficiency.
[0031] In response to the above problems, the embodiments of the present application provide a game control method, device, electronic device and storage medium. The embodiments of the present application arrange a first camp and a second camp in a virtual environment; in response to a trigger operation on a first character in the second camp, the first character is set as a designated injury-bearing character, so that the first character serves as a fixed attacking character for non-player characters in the first camp. By setting a designated injury-bearing character, the present application can keep the attack targets of non-player characters relatively stable during the game battle, so as to ensure a smooth battle rhythm and assist the smooth implementation of the player's battle strategy, thereby improving the game operation efficiency.
[0032] In an optional implementation, the terminal device involved in the embodiment of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling the player character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, a dynamic image expert compression standard audio layer player, a personal digital assistant (PDA), an e-book reader, etc. The terminal device has installed and running an application that supports games, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0033] In an optional embodiment, a graphical user interface is an interface display format for communication between people and computers, allowing users to use input devices such as a mouse or keyboard to manipulate icons, logos or menu options on the screen, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0034] In an optional implementation, a UI control refers to any visual control or element visible on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls, some of which respond to user operations. UI controls, i.e., game controls, such as skill controls, movement controls, avoidance controls, item controls, etc.
[0035] In an optional implementation, the virtual game scene is a scene displayed (or provided) when the application is running on a terminal or server, that is, a scene used in the normal game process. In other words, the virtual game scene refers to a virtual game control that carries a player character during the game, and the player character can be controlled by the user (i.e., the player) to the terminal device in the virtual game scene to move, perform skills and other actions. Optionally, the virtual game scene can be a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual game scene can be any one of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene and a three-dimensional virtual interactive scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as buildings, trees, rocks, and deserts. Exemplarily, the virtual game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0036] In an optional implementation, the core of a role-playing game is to allow players to play a fictional character and experience the character's growth process. Multiplayer online games focus on large-scale multiplayer online interaction. The game world is a shared space where many players' characters exist at the same time and influence each other. For example, multiple player characters participate in large-scale team dungeon activities together, such as jointly challenging a powerful BOSS. In this process, players need to work closely together, including tank professions attracting monster hatred, healing professions ensuring teammates' health, and output professions causing damage to monsters, etc.
[0037] In an optional implementation, an embodiment of the present application provides a control system for a game, which may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers, etc. For example, multiple users can be online through different terminal devices and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases coupled to different servers, and identifications related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0038] The present application provides a game control method, device, electronic device and storage medium, wherein the game control method in one embodiment can be run on a local terminal device or a server. When the game control method 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.
[0039] 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 game control method 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 identification 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.
[0040] 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.
[0041] In an optional implementation, the embodiment of the present application provides a game control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. The following is an example of the game control method running on a local terminal device (hereinafter referred to as the terminal device).
[0042] To facilitate the understanding of the present application, the technical solution provided by the present application is described in detail below in conjunction with specific embodiments.
[0043] Figure 1 This is a flow chart of a game control method provided by an embodiment of the present application. Figure 1 As shown, the game control method provided in the embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene (i.e., the virtual environment). The method includes the following steps:
[0044] S101. Arrange a first camp and a second camp in a virtual environment; wherein the first camp characters include non-player characters.
[0045] It should be noted that the first camp and the second camp arranged in the virtual environment are in a hostile relationship with each other. During the game, the characters in the first camp and the characters in the second camp fight each other. Among them, the first camp includes non-player characters; the characters in the second camp include player characters controlled by players through terminal devices, and can also include characters controlled by artificial intelligence AI, such as pet characters, elf characters, etc.
[0046] S102. In response to a trigger operation on a first character in the second camp, the first character is set as a designated damage-bearing character, so that the first character serves as a fixed attacking character for the non-player character.
[0047] In a specific implementation, the embodiment of the present application sets the first character as a designated injury-bearing character by triggering the first character in the second camp. The designated injury-bearing character is a specific object (i.e., a fixed attacking character) that bears damage from non-player characters. In this way, during the game battle, the non-player characters can attack the first character set as the designated injury-bearing character.
[0048] Here, the first camp and the second camp are in a hostile relationship with each other, and specifically, the non-player character and the first character are in a hostile relationship. The first character may be a player character or a character controlled by an AI.
[0049] It should be noted that the fixed attacking character of the non-player character means that in most of the time during the game battle, the attack target of the non-player character is set to the first character as the designated injury-bearing character. However, when the first character as the designated injury-bearing character withdraws from the game (such as disconnection, death, etc.), or an event occurs that triggers the replacement of the designated injury-bearing character, the first character will no longer be the designated injury-bearing character, that is, at this time, the first character is no longer the attack target of the non-player character.
[0050] It is understandable that there may be a variety of optional operation modes for the trigger operation of the first character in the second camp, as long as the first character can be set as the designated injury-bearing character, and the embodiment of the present application does not limit the specific trigger operation. Exemplarily, the trigger operation may be a specific operation in which a player corresponding to any character in the second camp autonomously selects the first character as the designated injury-bearing character on a graphical user interface.
[0051] In the embodiment of the present application, by arranging the first camp and the second camp in the virtual environment; in response to the trigger operation of the first character in the second camp, the first character is set as the designated injury-bearing character, so that the first character serves as a fixed attacking character for the non-player characters in the first camp. By setting a designated injury-bearing character, the present application can keep the attack targets of the non-player characters relatively stable during the game battle, so as to ensure the smooth rhythm of the battle, and assist the smooth implementation of the player's battle strategy, thereby improving the game operation efficiency.
[0052] In a possible implementation manner, the embodiment of the present application illustrates a possible implementation manner of setting the first character as a designated injury-bearing character in S102, that is, in response to the triggering operation on the first character in the second camp, setting the first character as the designated injury-bearing character in S102 includes the following steps:
[0053] Step 1021: displaying a role interface through a graphical user interface, wherein the role interface includes role identifiers corresponding to the respective roles in the second camp;
[0054] Step 1022: In response to a first trigger operation for a first character identifier among the character identifiers, an operation interface is displayed, wherein the operation interface includes a plurality of function controls that can be triggered for the first character corresponding to the first character identifier, and the plurality of function controls include a designated damage-bearing control;
[0055] Step 1023: In response to a trigger operation on the designated damage-bearing control, setting the first character as the designated damage-bearing character.
[0056] Here, during the game battle, a character interface is displayed on the graphical user interface, which is a team list of the second camp, and can also be called a team panel. The character interface includes the character identification of each character in the second camp, such as the character name, etc. In addition, the character interface can also display information such as the character level, health value and physical strength value of each character in the second camp.
[0057] In a specific implementation, a player corresponding to any character in the second camp can set the first character as the designated damage-bearing character by operating the character interface, wherein the player is, for example, the captain role in the second camp. Specifically, the player can perform a first trigger operation on the first character identifier in the character interface, and then, through the first trigger operation, call out the operation interface for the first character. Further, the player performs a trigger operation on the designated damage-bearing control in the operation interface to set the first character as the designated damage-bearing character.
[0058] Here, after setting the first character as the designated injury-bearing character, the method further includes: responding to an attack event of the non-player character against the second camp, and controlling the non-player character to attack the first character.
[0059] In a specific implementation, when an event occurs that triggers a non-player character to attack the second camp, the non-player character is controlled to attack the first character, which is the designated injury-bearing character. In this way, during the game battle, the attack target of the non-player character will be locked on the first character, which is the designated injury-bearing character, thereby ensuring that the attack target of the non-player character remains relatively stable and avoids frequent changes, thereby preventing the battle strategies between players from being frequently disrupted and maintaining a relatively stable collaborative battle experience.
[0060] In a possible implementation, the method further includes: in response to a trigger event in which the attack tendency value of the non-player character towards the designated injury-bearing character satisfies a preset attack condition, controlling the non-player character to attack the designated injury-bearing character; wherein the preset attack condition includes at least one of the following conditions: the attack tendency value of the designated injury-bearing character is greater than a preset attack threshold; the attack tendency value of the designated injury-bearing character is greater than the attack tendency values of other characters in the second camp except the first character.
[0061] In a specific implementation, when it is detected that the attack tendency value of the non-player character against the designated injury-bearing character meets the preset attack condition, the non-player character will be directly controlled to attack the designated injury-bearing character. Here, the embodiment of the present application does not specifically limit the preset attack condition, and the preset attack condition may include but is not limited to: the attack tendency value of the designated injury-bearing character is the highest, or the attack tendency value of the designated injury-bearing character exceeds the preset attack threshold. The preset attack threshold can be adjusted and configured according to the specific game settings.
[0062] In a possible implementation, the embodiment of the present application illustrates a possible implementation process of setting the first character as a designated injury-bearing character in S102. Specifically, the implementation process of setting the designated injury-bearing character as a fixed attack character of a non-player character during a game battle is illustrated below. The setting of the first character as the designated injury-bearing character in S102 includes the following steps: increasing the attack tendency value of the non-player character against the first character, so that the attack tendency value of the non-player character against the first character is higher than the attack tendency value of the non-player character against other characters in the second camp.
[0063] It should be noted that the attack tendency value of the non-player character against any character in the second camp is determined based on the behavior data of the character that affects the attack tendency of the non-player character. Here, the non-player character has a corresponding attack tendency value for each character in the second camp. Among them, the attack tendency value of the non-player character against any character is used to quantify the degree of the non-player character's attack tendency against the character, and the degree of attack tendency can be understood as the degree of hostility, hatred, etc. The larger the value of the attack tendency value corresponding to any character of the non-player character, the more inclined the non-player character is to attack the character.
[0064] For example, the behavior data of any character in the second camp that affects the attack tendency of the non-player character includes various behaviors of the character towards the non-player character, which can be direct or indirect. For example, attack behavior, the behavior of healing teammates, the behavior of using taunting skills or spells to attract the attention of non-player characters, the behavior of adjusting the distance between non-player characters, etc. By counting and quantifying the above behavior data, the final attack tendency value of each character in the second camp can be calculated. These mechanisms work together to ensure that the attack targets selected by non-player characters in the second camp are both reasonable and strategic, thereby providing players with a challenging and interactive experience.
[0065] For the embodiment of the present application, the attack tendency value of the first character as the designated injury-bearing character is increased, and the attack tendency value corresponding to the designated injury-bearing character is made higher than the attack tendency values corresponding to other characters in the second camp, so that the attack target of the non-player character is fixed on the designated injury-bearing character. In other words, during the game battle, the attack tendency value of the non-player character to the designated injury-bearing character will increase significantly, so the designated injury-bearing character will become the attack target of the non-player character, and the non-player character will launch an attack against the designated injury-bearing character.
[0066] It should be noted that in the embodiment of the present application, after setting the designated injury-bearing character, the attack tendency value of the designated injury-bearing character can be adjusted to the highest in real time in each attack tendency calculation, thereby making the designated injury-bearing character a fixed attack character for non-player characters.
[0067] Here, the embodiment of the present application can adopt various implementation methods to increase the attack tendency value of the non-player character against the designated injury-bearing character, as long as it can be achieved that the attack target of the non-player character is fixed on the designated injury-bearing character during the game battle process. This embodiment of the present application is not limited to this.
[0068] In one example, the attack tendency value can be adjusted through the hatred value system. Specifically, the code or the debugging tool in the game can be used to directly increase the attack tendency value for the designated injury-bearing character. For example, in a multiplayer online combat game, the non-player character has an attack tendency value upper limit of 1000. Under normal circumstances, the attack tendency value will be accumulated only when a certain amount of damage is received, such as each time 10 points of damage is received, the attack tendency value increases by 10. However, the attack tendency value of the designated injury-bearing character can be automatically set to 800 directly, so that the non-player character feels that the designated injury-bearing character poses a huge threat to it, thereby greatly increasing the attack tendency. In addition, the adjustment coefficient of the attack tendency value can also be set, and the adjustment coefficient can also be understood as the growth rate. If the attack tendency value growth rate of the non-player character to the designated injury-bearing character is set to 2, then for the same negative behavior (such as attacking the non-player character), the attack tendency value generated by the designated injury-bearing character will be twice that of other characters. For example, a normal attack once causes the non-player character to generate 10 points of attack tendency value against other characters, and 20 points of attack tendency value against the designated injury-bearing character.
[0069] Furthermore, the embodiment of the present application illustrates a possible implementation method of increasing the attack tendency value of a non-player character against a designated damage-bearing character, that is, increasing the attack tendency value of the non-player character against the first character, including: obtaining an adjustment coefficient, and increasing the attack tendency value of the non-player character against the first character based on the adjustment coefficient.
[0070] Here, the adjustment coefficient can be pre-assigned only to the designated injury-bearing character to increase the attack tendency value of the non-player character against the designated injury-bearing character; the adjustment coefficient can also be set for each character in the second camp, but the adjustment coefficient of the first character as the designated injury-bearing character is required to be higher than the adjustment coefficients of other characters in the second camp, and the attack tendency value of the designated injury-bearing character is guaranteed to be higher than the attack tendency value of other characters in the second camp. In this way, the attack target of the non-player character can be only the designated injury-bearing character. Among them, the adjustment coefficient can be understood as a growth multiplier, which is a specific value.
[0071] In addition, considering the intelligence level and entertainment of the game, the embodiment of the present application can also keep the attack target of the non-player character as the designated injury-bearing character only during most of the game battle, rather than always at all times during the entire game battle process. In other words, at a certain moment corresponding to a special situation, the attack target of the non-player character can be other characters except the designated injury-bearing character. That is, the attack target of the non-player character during the game battle remains relatively stable, rather than completely fixed. For example, when the designated injury-bearing character is particularly far away from the non-player character, although the attack tendency value of the non-player character for the first character is increased based on the adjustment coefficient, there is a special situation in which the attack tendency value of the non-player character for the first character is not higher than the attack tendency value of the non-player character for a character in the second camp, that is, there may be a special situation in which the current attack tendency value of the designated injury-bearing character is less than the attack tendency value of another character in the second camp that is closer to the non-player character, so that the non-player character uses the other character as the current attack target, rather than always being the designated injury-bearing character.
[0072] For the above situation, the embodiment of the present application provides a possible implementation method, that is, an example is given to illustrate another possible implementation process of setting the first character as the designated injury-bearing character in S102. Specifically, setting the first character as the designated injury-bearing character in S102 includes the following steps: based on the adjustment coefficient of the non-player character for the designated injury-bearing character, increasing the attack tendency value of the non-player character for the designated injury-bearing character; wherein the adjustment coefficient corresponding to the designated injury-bearing character is higher than the adjustment coefficients corresponding to other characters in the second camp.
[0073] In a possible implementation, at the beginning of the game, a certain character (second character) can be directly selected from the second camp as the initial designated injury-bearing character, and after the game is in progress, the replacement of the designated injury-bearing character can be triggered. Specifically, the method also includes: randomly selecting a second character from the second camp as the designated injury-bearing character, or, determining a second character from the second camp as the designated injury-bearing character based on preset rules; the response to the trigger operation on the first character in the second camp in S102, setting the first character as the designated injury-bearing character, includes: responding to the trigger operation on the first character in the second camp, switching the designated injury-bearing character from the second character to the first character.
[0074] Among them, randomly selecting the second character from the second camp as the designated injury-bearing character can be randomly selected by the player corresponding to the captain character, or it can be automatically and randomly determined by the system. Here, the second character is determined from the second camp as the designated injury-bearing character based on the preset rules. It can be determined based on the team responsibilities of each character in the second camp, or it can be determined based on the comprehensive combat power value of each character, or it can be determined in combination with the team responsibilities of each character and their comprehensive combat power value. Here, this application does not limit the specific determination method. For example, the designated injury-bearing character can also be selected based on health value, physical strength value, etc.
[0075] Here, the following is an example of a possible determination method for determining the second character from the second camp as the designated damage-bearing character based on preset rules, that is, determining the second character from the second camp as the designated damage-bearing character based on preset rules includes: based on the actual team responsibilities and / or comprehensive combat power values of each character in the second camp, selecting the second character from the second camp as the designated damage-bearing character; wherein the actual team responsibilities include at least one of the following responsibilities: treatment responsibilities, damage output responsibilities, and damage bearing responsibilities.
[0076] It should be noted that the roles in the second camp provided in the embodiment of the present application are generally divided into several main role categories so that each role can perform effective teamwork according to the division of labor. These role categories are team responsibilities or virtual occupations. Each role in the second camp is assigned a specific actual team responsibility, and the entire second camp can be configured with at least two different actual team responsibilities. Therefore, any two roles in the second camp may have the same actual team responsibilities, or may have different actual team responsibilities.
[0077] In addition, in the game provided by the embodiment of the present application, the comprehensive combat power value of the player character can be a comprehensive indicator that fully reflects its overall combat capability. The comprehensive combat power value is obtained by quantitatively evaluating the various combat-related attributes of each character in the second camp, and can intuitively reflect its strength in the battle scene. These combat-related attributes include but are not limited to character level, attack power, health value, defense power, equipment bonus, and skill level.
[0078] In the above scenario, the team responsibilities provided by the embodiments of the present application include but are not limited to treatment responsibilities, damage output responsibilities, and damage bearing responsibilities. Specifically, the role of the treatment role is mainly responsible for restoring the health of the teammate character in the game battle and ensuring the life safety of the teammate character. This type of role not only needs to have powerful recovery skills, but also needs to be able to quickly respond to various emergencies and provide timely assistance to the injured teammate character to ensure that the second camp can continue to fight in the battle; the role of the damage output role is mainly responsible for causing a large amount of damage to non-player characters in the game battle. This type of character is the main source of attack power in the battle and advances the battle process by quickly eliminating the opponent; the role of the damage bearing role is mainly responsible for absorbing as much damage as possible in the game battle and protecting the teammate character from fatal attacks. This type of character needs to have high durability and defense capabilities, be able to attract the attention of non-player characters, and make non-player characters attack themselves first, thereby protecting other teammate characters.
[0079] Further, according to the above-mentioned team duty setting situation of each character in the second camp, the embodiment of the present application provides a possible implementation method for determining the designated damage-bearing character through the actual team duty and comprehensive combat power value of each character in the second camp. Specifically, the character whose actual team duty is the target team duty can be directly determined as the designated damage-bearing character. Among them, the target team duty can be, for example, the damage-bearing duty. Considering that the character bearing the damage duty has high endurance and defense capabilities, using it as the main attack target of non-player characters during the game battle can effectively improve the game battle efficiency and make more full use of the character resources of the character bearing the damage duty.
[0080] In the above situation where the designated injury-bearing role is determined based on the actual team responsibilities, the specific determination needs to be made based on the number of roles corresponding to the target team responsibilities in the second camp. If there is only one role corresponding to the target team responsibilities, it can be directly determined as the designated injury-bearing role; if there are two or more, one of these roles can be randomly selected as the designated injury-bearing role, or the designated injury-bearing role can be further determined based on their comprehensive combat power values.
[0081] In a possible implementation, the selecting a second character from the second camp as the designated injury-bearing character based on the actual team duties and comprehensive combat power values of each character in the second camp includes: determining whether the number of characters in the second camp whose actual team duties are target team duties is one; if the number of characters in the second camp whose actual team duties are target team duties is one, determining the second character corresponding to the target team duties as the designated injury-bearing character; if the number of characters in the second camp whose actual team duties are target team duties is at least two, determining the second character with the highest comprehensive combat power value among the at least two characters corresponding to the target team duties as the designated injury-bearing character.
[0082] Here, the actual team responsibilities of the player characters in the second camp can be selected by the players themselves during the game team formation phase, or can be randomly assigned by the game program, or can be determined based on the combat-related attributes of each character. The embodiment of the present application does not limit the above-mentioned method for determining the actual team responsibilities.
[0083] In this regard, an embodiment of the present application gives an example of a possible implementation method for determining the actual team responsibilities of each character in the second camp. Specifically, the actual team responsibilities of each character in the second camp are determined according to the following steps: during the game team formation process, based on the preset team member number corresponding to the second camp, the preset team responsibility ratio, and at least one expected team responsibility configured for each character, the second camp composed of multiple characters and the actual team responsibilities of each character are determined; the actual team responsibility of each character is one of the corresponding expected team responsibilities.
[0084] In a specific implementation, there may be multiple game modes for the game. When any player selects a specific game mode, the game team can be formed. Once the game mode is determined, the team size (preset team size) and member responsibility ratio (preset team responsibility ratio) of the second camp corresponding to the game mode are pre-set. Therefore, in the game team formation stage, the game team can be completed based on the preset team size and preset team responsibility ratio of the second camp, combined with the expected team responsibilities corresponding to each character in the matching pool. As a result, the actual team responsibilities of each character can be clearly defined, and a second camp containing multiple characters is formed at the same time. Among them, the preset team responsibility ratio corresponding to the second camp refers to the ratio between the corresponding numbers of people with different actual team responsibilities in the second camp. For example, the second camp includes 5 roles and three actual team responsibilities, namely A, B, and C. If the actual team responsibility is A, there are 3 roles corresponding to it, the actual team responsibility is B, and there is 1 role corresponding to it, then the preset team responsibility ratio = number of people corresponding to responsibility A: number of people corresponding to responsibility B: number of people corresponding to responsibility C = 3:1:1.
[0085] Each character in the second camp is configured with at least one expected team duty, which can be selected by the player before the game team is matched. Then, a suitable game team can be matched for the corresponding player character according to the at least one expected team duty selected by the player. Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiment of the present application is shown, and the graphical user interface is a matching responsibility confirmation interface, such as Figure 2 As shown, the matching responsibility confirmation interface displays three preset team responsibilities, including healing responsibility, damage output responsibility, and damage bearing responsibility. The player selects two of them as the expected team responsibilities (healing responsibility, damage output responsibility). After selecting the expected team responsibilities, the player's corresponding player character can enter the matching pool for game team matching.
[0086] With respect to the above-mentioned possible implementation manner, the specific implementation process of forming the second camp is further explained below in the case where the preset team responsibility ratio is unique, that is, the second camp composed of the multiple characters is determined based on the preset team size corresponding to the second camp, the preset team responsibility ratio, and at least one expected team responsibility configured for each character, including: for any character in the second camp, in response to a configuration completion event of the expected team responsibility for the character, the character is placed in a matching pool; according to at least one expected team responsibility configured for each character in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, and the preset team responsibility ratio, the actual team responsibility of each character is determined, and the second camp is formed based on the actual team responsibility of each character.
[0087] In the specific implementation, for any character in the second camp, at least two expected team responsibilities are first configured for the character, and then, during the team matching process, the game team matching for the character is prioritized based on the expected team responsibilities with higher responsibility priorities. Specifically, according to the requirements of the personnel scale and responsibility configuration ratio of the second camp, combined with the expected team responsibilities of each character in the matching pool and their corresponding responsibility priorities, the game team matching is performed. Finally, a second camp consisting of multiple characters can be determined.
[0088] With respect to the above-mentioned possible implementation manner, the following further describes a specific implementation process of forming the second camp when the preset team responsibility ratio is not unique, that is, if there are at least two preset team responsibility ratios, the actual team responsibility of each of the characters is determined according to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, and the preset team responsibility ratio, and the second camp is formed based on the actual team responsibility of each of the characters, including: determining the actual team responsibility of each of the characters according to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, at least two preset team responsibility ratios, and the ratio priority of each preset team responsibility ratio, and forming the second camp based on the actual team responsibility of each of the characters.
[0089] For example, when matching a game team, there is a duty priority of the expected team duties, such as A (damage output duty)>B (damage bearing duty)>C (treatment duty). When the player selects duty A and duty C to participate in the match, duty A will be prioritized to find a game team that is short of people. Furthermore, according to the number limit of the second camp to be formed, the game program will pre-set the matching priority of the preset team duty ratio in a certain order. For example, in a game mode that allows five people to enter, there are three team duties A, duty B, and duty C, among which the preset team duty ratio 3A1B1C is the highest priority, 2A1B2C is the second, 4A1B is the third, and so on. Finally, each character in the matching pool will form a final game team according to the duty priority of the expected team duties selected by it and the matching priority of the preset team duty ratio, and finally confirm the unique actual team duty of each character in this game team. For example, a second camp consists of 5 characters, and the actual team responsibility ratio of the second camp is 3A1B1C, which means that the second camp includes 3 characters whose actual team responsibility is Responsibility A, 1 character whose actual team responsibility is Responsibility B, and 1 character whose actual team responsibility is Responsibility C.
[0090] It should be further clarified that in the game provided in the embodiment of the present application, any character in the second camp can carry two different virtual weapons. The following is an example of a possible operation method for switching virtual weapons. Specifically, the second camp includes a controlled player character controlled by a terminal device, and the controlled player character is configured with two virtual weapons. The method also includes: displaying a weapon switching control on a graphical user interface; in response to a trigger operation on the weapon switching control, controlling the virtual weapon currently used by the controlled player character to switch from the first virtual weapon to the second virtual weapon, and updating the attack tendency value of the controlled player character.
[0091] Here, weapon switching can cause the attack tendency value of the controlled player character to change, but for the embodiment of the present application, since the designated injury-bearing character is set in advance and its attack tendency value is increased, even if the attack tendency values of other player characters change due to behaviors such as weapon switching, the non-player characters will not frequently switch attack targets, and the non-player characters can still keep the attack target as the designated injury-bearing character.
[0092] In addition, the weapon positioning of the two virtual weapons configured for any character may be different, and thus, the types of the corresponding two virtual skills may also be different. For example, the controlled player character is configured with a first virtual weapon - a "spear" and a second virtual weapon - a "fan". The "spear" is a weapon that matches the damage output responsibility, while the "fan" is a weapon that matches the treatment responsibility. That is, the weapon positioning of the "spear" and the "fan" are different. In addition, the virtual skill corresponding to the "spear" can cause damage to enemy characters (such as non-player characters), and the virtual skill corresponding to the "fan" can heal and / or revive teammate characters. Therefore, the skill types of the virtual skills corresponding to the two virtual weapons are also different.
[0093] The following is an example of a possible display method and operation method for causing changes in the graphical user interface display due to virtual weapon switching. Specifically, different virtual weapons correspond to different virtual skills. The method also includes: in response to a trigger operation on the weapon switching control, switching the first skill control corresponding to the first virtual weapon displayed on the graphical user interface to a second skill control corresponding to the second virtual weapon; in response to a trigger operation on the second skill control of the second virtual weapon, controlling the controlled player character to release the virtual skill corresponding to the second skill control.
[0094] In addition, the virtual weapons configured for each character in the second camp can be matched according to the desired team responsibilities selected by the character before forming a team in the game. For example, if a player selects the desired team responsibilities for his character including treatment responsibilities and damage output responsibilities, the virtual weapons configured for the character can be "fan" and "lance" respectively. Specifically, "fan" matches the treatment responsibility, and "lance" matches the damage output responsibility. That is, the controlled player character is configured with two virtual weapons, including: the controlled player character is configured with two virtual weapons corresponding to the two desired team responsibilities.
[0095] It should be noted that in the game provided by the embodiment of the present application, each character can be equipped with two virtual weapons with different weapon positionings, and the player is allowed to control the player character to switch virtual weapons at any time during the battle, so that the richness of the player's experience in the game can be improved. However, in this case, the ability positioning of the player character in the battle will change in real time, sometimes assuming the responsibility of treatment and rescue, and sometimes assuming the responsibility of outputting damage. Correspondingly, the behavioral data of the player character's attack tendency on the non-player character and the obtained attack tendency value will also change significantly.
[0096] Furthermore, despite the above changes, the embodiment of the present application pre-sets a specific damage-bearing object (i.e., a designated damage-bearing character) and increases the attack tendency value of the designated damage-bearing character to be higher than the attack tendency values of other characters in the second camp. In this way, the attack targets of the non-player characters during the game battle are still concentrated on the designated damage-bearing character, thereby maintaining the relative stability of the attack targets and avoiding the phenomenon that the non-player characters frequently change their attack targets due to the player characters switching virtual weapons at any time.
[0097] Therefore, the embodiments of the present application can effectively avoid the chaos in the battle rhythm that may be caused by the player characters frequently switching virtual weapons in battle, ensuring that the battle strategies between players will not be frequently disrupted, thereby maintaining a relatively stable collaborative combat experience.
[0098] For example, Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of the present application is shown, Figure 3 As shown, the graphical user interface displays a controlled player character 310, a weapon switching control 320, a first skill control 340 corresponding to a first virtual weapon 330, and other player characters 350 in the second camp, wherein the controlled player character 310 is currently using the first virtual weapon 330, such as a "spear". After the player triggers the weapon switching control 320, the graphical user interface will display a picture of the controlled player character 310 using a second virtual weapon, such as a "fan". At the same time, the graphical user interface will display a second skill control corresponding to the second virtual weapon.
[0099] It should be pointed out that, in the embodiment of the present application, after the designated injury-bearing character is determined from the second camp, an injury-bearing indicator mark can be displayed on the graphical user interface to clearly indicate which character in the second camp is the designated injury-bearing character. Specifically, in S102, after the first character is set as the designated injury-bearing character, the method further includes: displaying an injury-bearing indicator mark on the graphical user interface, and the injury-bearing indicator mark is used to indicate that the first character is the designated injury-bearing character. In this way, by displaying the injury-bearing indicator mark on the graphical user interface, the players corresponding to each player character can clearly identify which character is determined as the designated injury-bearing character. This helps players to formulate corresponding game combat strategies based on the designated information, thereby promoting effective collaboration between teams, optimizing the gaming experience, and ultimately improving the overall efficiency of the game operation.
[0100] It is understood that the embodiments of the present application do not impose any restrictions on the display position and display form of the injury indicator, as long as the injury indicator can enable the players corresponding to each player character in the second camp to clearly know which character is the designated injury-bearing object. For example, the injury indicator can be displayed near the character model of the first character, or in a certain position in the character interface; the injury indicator can be displayed in various forms such as a circle, a rectangle, etc.
[0101] A possible display form of the damage indicator mark is illustrated below, that is, displaying the damage indicator mark on the graphical user interface includes: displaying a character interface on the graphical user interface, the character interface including role identifiers of each character in the second camp, the damage indicator mark of the first character, and responsibility identifiers of actual team responsibilities of other characters in the second camp except the first character.
[0102] In a specific embodiment, during the game battle, a character interface corresponding to the second camp is displayed on the graphical user interface, which can also be referred to as a team panel. The character interface includes but is not limited to information such as the character identification, character level, health value, and physical strength value of each character in the second camp. For the embodiment of the present application, the team list not only displays the character identification of each player character, but also displays its injury indication identification for the designated injury-bearing character (i.e., the first character). For other characters in the second camp, the responsibility identification of their actual team responsibilities is displayed. In this way, the players corresponding to each player character in the second camp can clearly understand the responsibility allocation of each character in the second camp, and clearly know which character is the designated injury-bearing character, so that the players can formulate combat strategies more effectively based on the above-mentioned responsibility allocation information, thereby improving the efficiency of team combat collaboration.
[0103] In one example, Figure 4The third schematic diagram of the graphical user interface provided in the embodiment of the present application is shown as follows: Figure 4 As shown, the graphical user interface displays a role interface 400 of the second camp, and the role interface 400 includes a role identifier 410 of each role in the second camp, a damage indication identifier 420 of the designated damage-bearing role (first role), and a role identifier 430 of the actual team roles of other roles except the first role. Specifically, the second camp includes 5 roles, the first role 440 (the designated damage-bearing role) and other roles 450 (only one other role is shown in the figure), and the team role ratio of the second camp is 3A1B1C, for example, A is the damage output role, B is the treatment role, and C is the damage bearing role. Figure 4 The "circle" is the responsibility mark 430 corresponding to the damage output responsibility, the "triangle" is the responsibility mark 430 corresponding to the treatment responsibility, and the "square" is the damage-bearing indication mark 420, that is, the first character 440 corresponding to the damage-bearing responsibility is the designated damage-bearing character.
[0104] Here, as the game progresses, the designated injury-bearing character can also change accordingly, that is, the designated injury-bearing character has the possibility of dynamic adjustment. In this way, not only can the playability and strategy of the game itself be improved, but also a more diverse and rich experience can be brought to the players. Specifically, in response to a trigger event for changing the designated injury-bearing character, the designated injury-bearing character is changed from the first character in the second camp to the third character; the third character is a character in the second camp other than the first character.
[0105] It can be understood that the trigger event for replacing the designated injured character can be set according to the game logic, such as the length of the game or the exit of the designated injured character; in addition, the trigger event can also be changed by the player of the character in the second camp at his own discretion, and this application does not impose any restrictions on this.
[0106] Here, the embodiment of the present application provides two possible implementation methods for triggering the replacement of the designated injured character, specifically, the event of replacing the designated injured character triggered by the virtual captain character in the second camp; and the withdrawal event of the first character during the game battle. The withdrawal event specifically refers to the relevant situation of the designated injured character withdrawing from the game scene, including but not limited to the death of the designated injured character, disconnection due to unexpected circumstances, and leaving the game environment due to other reasons.
[0107] The above two possible implementations are respectively described below. Implementation method 1: the triggering event for replacing the designated injury-bearing character is an event triggered by a player to replace the designated injury-bearing character. Specifically, in response to the triggering event for replacing the designated injury-bearing character, the designated injury-bearing character is changed from the first character in the second camp to the third character, including: displaying a character interface through a graphical user interface; in response to a second triggering operation for a third character identifier in the character interface, displaying an operation interface, the operation interface including a plurality of function controls that can be triggered for a third character corresponding to the third character identifier, the plurality of function controls including a designated injury-bearing control; in response to the triggering operation for the designated injury-bearing control, the designated injury-bearing character is changed from the first character in the second camp to the third character.
[0108] In the specific implementation, the player corresponding to any role in the second camp, such as the player corresponding to the captain role, can call up the operation interface for any character in the operation role interface in the game by operating the role identifier of that character, and change the "designated injured team member" to that character in the team in real time to adapt to the needs of strategy changes in the game.
[0109] In one example, Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present application is shown, Figure 5 As shown, the graphical user interface presents a role interface 400 of the second camp, which includes a first character's injury indication mark 420 and a third character's actual team role mark 430. The player corresponding to the captain role triggers the third character's role mark 410, thereby popping up the third character's operation interface 500. On this basis, the player can select a designated injury control 510 from the operation interface 500, thereby changing the designated injury-bearing role in the second camp from the first character to the third character.
[0110] Implementation method 2: The triggering event for replacing the designated injury-bearing character is the withdrawal event of the first player character during the game battle. Specifically, changing the designated injury-bearing character from the first character in the second camp to the third character includes: selecting the third character from the second camp based on the actual team responsibilities and / or comprehensive combat value of each character in the second camp except the first character, and changing the designated injury-bearing character from the first character in the second camp to the third character.
[0111] Here, considering that during the game, the first character as the designated injury-bearing character may withdraw from the game scene, at this time, the non-player character needs to find other characters in the second camp as new attack targets. In order to prevent the attack targets of the non-player characters from losing stability due to the frequent changes in the game behaviors of each character, the embodiment of the present application proposes to determine other characters in the second camp as new designated injury-bearing characters through the game program. In this way, it can be ensured that in the game battle, the attack targets of the non-player characters remain relatively stable and focus on the new designated injury-bearing character, thereby ensuring that all players who normally participate in the game can obtain a stable combat experience.
[0112] In specific implementation, the selection method for the newly designated damage-bearing role is as follows:
[0113] Method 1: Select based on the actual team responsibilities of other player characters in the second camp except the first player character. Specifically, if the actual team responsibilities of a certain other character match the target team responsibilities, it will be used as the new designated damage-bearing character. If there are multiple other characters with the same responsibilities, one will be randomly selected from them, or further screened based on their comprehensive combat power values.
[0114] Method 2: Select based on the comprehensive combat power of the other characters in the second camp except the first character. Specifically, the other character with the highest comprehensive combat power value is used as the new designated damage-bearing character. If there are multiple other characters with the highest comprehensive combat power values, one is randomly selected from them, or further screened based on their actual team responsibilities.
[0115] Among them, the third character selected as the new designated injury-bearing character should currently be in the game scene, for example, currently in a survival state.
[0116] Furthermore, when the designated injury-bearing character changes, a prompt message may be displayed on the graphical user interface of the terminal device of each player corresponding to the character in the second camp to clearly inform that the designated injury-bearing character has changed. This is intended to ensure that all players in the second camp can promptly receive and understand the notification of the change in the attack target, so as to quickly adjust their combat strategies and make corresponding cooperation. Specifically, in response to a triggering event for replacing the designated injury-bearing character, a prompt message indicating that the designated injury-bearing character has been replaced is displayed on the graphical user interface. Among them, the prompt message is, for example, text information such as "the third character is designated as the designated injury-bearing character", "the designated injury-bearing character is changed from the first character to the third character", etc.
[0117] Furthermore, when the designated injury-bearing character changes, the character interface of the second camp can also be updated so that the players corresponding to each player character in the second camp can clearly specify the change of the injury-bearing character. Specifically, in response to the trigger event for changing the designated injury-bearing character, the display content of the character interface displayed on the graphical user interface is updated. Among them, the updated content in the character interface includes canceling the display of the injury-bearing indicator of the first character and displaying the responsibility indicator of the actual team responsibility for it, canceling the display of the responsibility indicator of the actual team responsibility of the third character and displaying the injury-bearing indicator for it.
[0118] Based on the same application concept, the embodiments of the present application also provide a game control device corresponding to the game control method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the game control method in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0119] like Figure 6 , 7 As shown, Figure 6 One of the functional module diagrams of a game control device 600 provided in an embodiment of the present application; Figure 7 A second functional module diagram of a game control device 600 provided in an embodiment of the present application is shown. Figure 6 The game control device 600 shown in the figure comprises:
[0120] Arrangement module 610, for arranging a first camp and a second camp in a virtual environment; wherein the first camp includes non-player characters;
[0121] The setting module 620, in response to a triggering operation on the first character in the second camp, sets the first character as a designated damage-bearing character, so that the first character serves as a fixed attacking character of the non-player character.
[0122] In a possible implementation, Figure 6 As shown, the setting module 620 is specifically used to set the first character as the designated damage-bearing character according to the following steps: displaying a character interface through a graphical user interface, the character interface including character identifiers corresponding to each character in the second camp; responding to a first trigger operation for a first character identifier among the character identifiers, displaying an operation interface, the operation interface including a plurality of function controls that can be triggered for a first character corresponding to the first character identifier, the plurality of function controls including a designated damage-bearing control; responding to the trigger operation for the designated damage-bearing control, setting the first character as the designated damage-bearing character.
[0123] In a possible implementation, Figure 7 As shown, the game control device 600 further includes a control module 630; the control module 630 is used to respond to an attack event of the non-player character against the second camp, and control the non-player character to attack the first character.
[0124] In a possible implementation, Figure 6 As shown, the setting module 620 is specifically used to set the first character as the designated damage-bearing character according to the following steps: increase the attack tendency value of the non-player character against the first character, so that the attack tendency value of the non-player character against the first character is higher than the attack tendency value of the non-player character against other characters in the second camp.
[0125] In a possible implementation, Figure 6 As shown, the setting module 620 is specifically used to increase the attack tendency value of the non-player character against the first character according to the following steps: obtaining an adjustment coefficient, and increasing the attack tendency value of the non-player character against the first character based on the adjustment coefficient.
[0126] In a possible implementation, Figure 6 As shown, the arrangement module 610 is further used to: randomly select a second character from the second camp as the designated damage-bearing character, or, based on preset rules, determine a second character from the second camp as the designated damage-bearing character; the setting module 620 is further used to respond to a trigger operation on the first character in the second camp, and switch the designated damage-bearing character from the second character to the first character.
[0127] In a possible implementation, Figure 6 As shown, the arrangement module 610 is specifically used to determine the second character from the second camp as the designated damage-bearing character based on preset rules according to the following steps: based on the actual team responsibilities and / or comprehensive combat power values of each character in the second camp, select the second character from the second camp as the designated damage-bearing character; wherein the actual team responsibilities include at least one of the following responsibilities: treatment responsibilities, damage output responsibilities, and damage bearing responsibilities.
[0128] In a possible implementation, Figure 6 As shown, the arrangement module 610 is specifically used to select a second character from the second camp as the designated damage-bearing character according to the following steps: determine whether the number of characters in the second camp whose actual team responsibilities are the target team responsibilities is one; if the number of characters in the second camp whose actual team responsibilities are the target team responsibilities is one, then determine the second character corresponding to the target team responsibilities as the designated damage-bearing character.
[0129] In a possible implementation, Figure 6 As shown, the arrangement module 610 is specifically used for: if the number of characters in the second camp whose actual team responsibilities are the target team responsibilities is more than two, then the second character with the highest comprehensive combat power value among at least two characters corresponding to the target team responsibilities is determined as the designated damage-bearing character.
[0130] In a possible implementation, Figure 6 As shown, the arrangement module 610 is specifically used to determine the actual team responsibilities of each character in the second camp according to the following steps: in the game team formation process, based on the preset team member number corresponding to the second camp, the preset team responsibility ratio, and at least one expected team responsibility configured for each character, determine the second camp composed of multiple characters and the actual team responsibilities of each character; the actual team responsibility of each character is one of the corresponding expected team responsibilities.
[0131] In a possible implementation, Figure 6 As shown, the arrangement module 610 is specifically used to determine the second camp composed of multiple roles according to the following steps: for any role in the second camp, in response to a configuration completion event of the expected team responsibility for the role, the role is placed in a matching pool; according to at least one expected team responsibility configured for each of the roles in the matching pool, the responsibility priority of each expected team responsibility, the preset team number corresponding to the second camp, and the preset team responsibility ratio, the actual team responsibility of each of the roles is determined, and the second camp is formed based on the actual team responsibility of each of the roles.
[0132] In a possible implementation, Figure 6 As shown, if there are at least two preset team responsibility ratios, the arrangement module 610 is specifically used to determine the actual team responsibilities of each of the characters to form the second camp according to the following steps: according to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, at least two preset team responsibility ratios, and the ratio priority of each preset team responsibility ratio, determine the actual team responsibilities of each of the characters, and form the second camp based on the actual team responsibilities of each of the characters.
[0133] In a possible implementation, Figure 7As shown, the second camp includes a controlled player character controlled by the terminal device, and the controlled player character is equipped with two virtual weapons. The game control device 600 also includes a display module 640; the display module 640 is used to display a weapon switching control on a graphical user interface; in response to a trigger operation on the weapon switching control, the virtual weapon currently used by the controlled player character is controlled to switch from a first virtual weapon to a second virtual weapon, and the attack tendency value of the controlled player character is updated.
[0134] In a possible implementation, different virtual weapons correspond to different virtual skills, such as Figure 7 As shown, the display module 640 is also used to switch the first skill control corresponding to the first virtual weapon displayed on the graphical user interface to the second skill control corresponding to the second virtual weapon in response to a trigger operation on the weapon switching control; and to control the controlled player character to release the virtual skill corresponding to the second skill control in response to a trigger operation on the second skill control of the second virtual weapon.
[0135] In a possible implementation, the controlled player character is configured with two virtual weapons, including: the controlled player character is configured with two virtual weapons corresponding to the expected duties within the team.
[0136] In a possible implementation, Figure 7 As shown, after the first character in the second camp is determined as the designated injury-bearing character, the display module 640 is also used to display an injury-bearing indicator on the graphical user interface, and the injury-bearing indicator is used to indicate that the first character is the designated injury-bearing character.
[0137] In a possible implementation, Figure 7 As shown, the display module 640 is also used to display a role interface in the graphical user interface, and the role interface includes role identifiers of each character in the second camp, a damage indication identifier of the first character, and responsibility identifiers of the actual team responsibilities of other characters in the second camp except the first character.
[0138] In a possible implementation, Figure 7 As shown, the game control device 600 also includes a change module 650; the change module 650 is used to change the designated injury-bearing character from the first character in the second camp to the third character in response to a trigger event for replacing the designated injury-bearing character; the third character is a character in the second camp other than the first character.
[0139] In a possible implementation, the triggering event for replacing the designated injured character includes at least one of the following events: an event for replacing the designated injured character triggered by a virtual captain character in the second camp; an event of withdrawal of the first character during a game battle.
[0140] In a possible implementation, Figure 7 As shown, the change module 650 is used to change the designated damage-bearing character from the first character in the second camp to the third character according to the following steps: displaying a character interface through a graphical user interface; displaying an operation interface in response to a second trigger operation for a third character identifier in the character interface, wherein the operation interface includes a plurality of function controls that can be triggered for a third character corresponding to the third character identifier, wherein the plurality of function controls include a designated damage-bearing control; and changing the designated damage-bearing character from the first character in the second camp to the third character in response to the trigger operation for the designated damage-bearing control.
[0141] In a possible implementation, Figure 7 As shown, the change module 650 is used to change the designated damage-bearing character from the first character in the second camp to the third character according to the following steps: based on the actual team responsibilities and / or comprehensive combat values of each character in the second camp except the first character, select the third character from the second camp, and change the designated damage-bearing character from the first character in the second camp to the third character.
[0142] In a possible implementation, Figure 7 As shown, the change module 650 is further used to display prompt information indicating that the designated injury-bearing character has been replaced on the graphical user interface in response to a trigger event for replacing the designated injury-bearing character.
[0143] In a possible implementation, Figure 7 As shown, the change module 650 is further used to update the display content of the character interface displayed on the graphical user interface in response to a triggering event for replacing a designated injury-bearing character.
[0144] In a possible implementation, Figure 7 As shown, the control module 630 is also used to control the non-player character to attack the designated injury-bearing character in response to a trigger event in which the attack tendency value of the non-player character towards the designated injury-bearing character meets a preset attack condition; wherein the preset attack condition includes at least one of the following conditions: the attack tendency value of the designated injury-bearing character is greater than a preset attack threshold; the attack tendency value of the designated injury-bearing character is greater than the attack tendency values of other characters in the second camp except the first character.
[0145] In the embodiment of the present application, the first camp and the second camp are arranged in the virtual environment by the arrangement module 610; wherein the first camp includes non-player characters; the setting module 620 is used to respond to the trigger operation on the first character in the second camp, and the first character is set as a designated injury-bearing character, so that the first character serves as a fixed attacking character of the non-player character. By setting a designated injury-bearing character, the embodiment of the present application can keep the attack target of the non-player character relatively stable during the game battle, so as to ensure the smooth rhythm of the battle, and assist the smooth implementation of the player's battle strategy, thereby improving the game operation efficiency.
[0146] Based on the same application concept, see Figure 8 As shown, it is a schematic diagram of the structure of an electronic device 800 provided in an embodiment of the present application, including: a processor 810, a memory 820 and a bus 830, the memory 820 stores machine-readable instructions executable by the processor 810, when the electronic device 800 is running, the processor 810 and the memory 820 communicate through the bus 830, and the machine-readable instructions are executed by the processor 810 when running to perform the steps of the game control method described in any of the above embodiments.
[0147] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: arranging a first camp and a second camp in a virtual environment; wherein the first camp includes non-player characters; in response to a trigger operation on a first character in the second camp, setting the first character as a designated damage-bearing character, so that the first character serves as a fixed attacking character for the non-player characters.
[0148] In the embodiment of the present application, by arranging the first camp and the second camp in the virtual environment; in response to the trigger operation of the first character in the second camp, the first character is set as the designated injury-bearing character, so that the first character serves as a fixed attacking character for the non-player characters in the first camp. By setting a designated injury-bearing character, the present application can keep the attack targets of the non-player characters relatively stable during the game battle, so as to ensure the smooth rhythm of the battle, and assist the smooth implementation of the player's battle strategy, thereby improving the game operation efficiency.
[0149] Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game control method provided in the above embodiment are executed.
[0150] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the control method of the above-mentioned game. By setting a designated injury-bearing character, the attack target of the non-player character during the game battle can be kept relatively stable, so as to ensure the smooth rhythm of the battle and assist the smooth implementation of the player's combat strategy, thereby improving the game operation efficiency.
[0151] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.
[0152] The computer program product of the game control method provided in the embodiments of the present application includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0153] The game control device provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. It can be clearly understood by those skilled in the art that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.
[0154] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.
[0155] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0156] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0157] 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 application, 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, which is stored in a storage medium and includes several instructions for 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 application. 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.
[0158] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0159] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, 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 application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. A game control method, characterized in that: The method comprises: Arranging a first camp and a second camp in a virtual environment; wherein the first camp includes non-player characters; In response to a trigger operation on the first character in the second camp, the first character is set as a designated damage-bearing character, so that the first character serves as a fixed attacking character for the non-player character.
2. The method according to claim 1, characterized in that The responding to the triggering operation of the first character in the second camp, setting the first character as a designated injury-bearing character, comprises: Displaying a character interface through a graphical user interface, the character interface including character identifiers corresponding to the respective characters in the second camp; In response to a first trigger operation for a first character identifier among the character identifiers, an operation interface is displayed, wherein the operation interface includes a plurality of function controls that can be triggered for a first character corresponding to the first character identifier, wherein the plurality of function controls include a designated damage-bearing control; In response to a trigger operation on the designated injury-bearing control, the first character is set as the designated injury-bearing character.
3. The method according to claim 1, characterized in that The method further comprises: In response to an attack event of the non-player character against the second camp, the non-player character is controlled to attack the first character.
4. The method according to claim 1, characterized in that: The step of setting the first character as a designated injury-bearing character comprises: The attack tendency value of the non-player character against the first character is increased so that the attack tendency value of the non-player character against the first character is higher than the attack tendency value of the non-player character against other characters in the second camp.
5. The method according to claim 4, characterized in that The step of increasing the attack tendency value of the non-player character against the first character includes: An adjustment coefficient is obtained, and an attack tendency value of the non-player character against the first character is increased based on the adjustment coefficient.
6. The method according to claim 1, characterized in that The method further comprises: Randomly selecting a second character from the second camp as the designated injury-bearing character, or determining a second character from the second camp as the designated injury-bearing character based on a preset rule; The responding to the triggering operation of the first character in the second camp, setting the first character as a designated injury-bearing character, comprises: In response to a trigger operation on the first character in the second camp, the designated damage-bearing character is switched from the second character to the first character.
7. The method according to claim 6, characterized in that The determining the second character from the second camp as the designated damage-bearing character based on a preset rule includes: Based on the actual team responsibilities and / or comprehensive combat power values of each character in the second camp, selecting a second character from the second camp as the designated damage-bearing character; Among them, the actual team responsibilities include at least one of the following responsibilities: treatment responsibilities, damage output responsibilities, and damage bearing responsibilities.
8. The method according to claim 7, characterized in that The selecting a second character from the second camp as a designated injury-bearing character based on the actual team duties and comprehensive combat power values of each character in the second camp includes: Determine whether the number of characters in the second camp whose actual team duties are the target team duties is one; If the number of characters in the second camp whose actual team responsibilities are the target team responsibilities is one, the second character corresponding to the target team responsibilities is determined as the designated damage-bearing character.
9. The method according to claim 8, characterized in that The method further comprises: If the number of characters in the second camp whose actual team responsibilities are the target team responsibilities is two or more, the second character with the highest comprehensive combat power value among the at least two characters corresponding to the target team responsibilities will be determined as the designated injury-bearing character.
10. The method according to claim 7, characterized in that The actual team responsibilities of each character in the second faction are determined as follows: During the game team formation process, based on the preset team member number corresponding to the second camp, the preset team responsibility ratio, and at least one expected team responsibility configured for each role, the second camp composed of multiple characters and the actual team responsibility of each character are determined; the actual team responsibility of each character is one of the corresponding expected team responsibilities.
11. The method according to claim 10, characterized in that The determining the second camp composed of multiple roles based on the preset team member number, preset team responsibility ratio, and at least one expected team responsibility configured for each role corresponding to the second camp includes: For any character in the second camp, in response to a configuration completion event of the expected team duties for the character, placing the character into a matching pool; According to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, and the preset team responsibility ratio, the actual team responsibility of each of the characters is determined, and the second camp is formed based on the actual team responsibility of each of the characters.
12. The method according to claim 11, characterized in that If there are at least two preset team responsibility ratios, determining the actual team responsibility of each of the characters according to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, and the preset team responsibility ratio, and forming the second camp based on the actual team responsibility of each of the characters, includes: According to at least one expected team responsibility configured for each of the characters in the matching pool, the responsibility priority of each expected team responsibility, the preset team size corresponding to the second camp, at least two preset team responsibility ratios, and the ratio priority of each preset team responsibility ratio, the actual team responsibility of each of the characters is determined, and the second camp is formed based on the actual team responsibility of each of the characters.
13. The method according to claim 4, characterized in that The second camp includes a controlled player character controlled by a terminal device, and the controlled player character is equipped with two virtual weapons. The method further includes: Display weapon switching controls in the GUI; In response to the triggering operation on the weapon switching control, the virtual weapon currently used by the controlled player character is controlled to switch from the first virtual weapon to the second virtual weapon, and the attack tendency value of the controlled player character is updated.
14. The method according to claim 13, characterized in that Different virtual weapons correspond to different virtual skills, and the method further includes: In response to a trigger operation on the weapon switching control, switching a first skill control corresponding to the first virtual weapon displayed on the graphical user interface to a second skill control corresponding to the second virtual weapon; In response to a triggering operation on a second skill control of the second virtual weapon, the controlled player character is controlled to release the virtual skill corresponding to the second skill control.
15. The method according to claim 13, characterized in that The controlled player character is equipped with two virtual weapons, including: The controlled player character is equipped with two virtual weapons corresponding to the expected team responsibilities.
16. The method according to claim 1, characterized in that After setting the first character as a designated injury-bearing character, the method further includes: A damage-bearing indicator is displayed on a graphical user interface, and the damage-bearing indicator is used to indicate that the first character is a designated damage-bearing character.
17. The method according to claim 16, characterized in that Displaying a damage indication mark on the graphical user interface includes: A role interface is displayed on the graphical user interface, wherein the role interface includes role identifiers of each character in the second camp, a damage indication identifier of the first character, and role identifiers of actual team roles of other characters in the second camp except the first character.
18. The method according to claim 1, characterized in that The method further comprises: In response to a triggering event for replacing a designated injury-bearing character, the designated injury-bearing character is changed from a first character in the second camp to a third character; the third character is a character in the second camp other than the first character.
19. The method according to claim 18, characterized in that The triggering event for replacing the designated injured character includes at least one of the following events: An event triggered by the virtual captain character in the second camp to replace the designated injury-bearing character; The withdrawal event of the first character during the game battle.
20. The method according to claim 18, characterized in that In response to the triggering event for replacing the designated injury-bearing character, changing the designated injury-bearing character from the first character in the second camp to the third character includes: Displaying the character interface through a graphical user interface; In response to a second trigger operation for a third character identifier in the character interface, an operation interface is displayed, wherein the operation interface includes a plurality of function controls that can be triggered for a third character corresponding to the third character identifier, wherein the plurality of function controls include a designated damage-bearing control; In response to a triggering operation on the designated damage-bearing control, the designated damage-bearing character is changed from the first character in the second camp to a third character.
21. The method according to claim 18, characterized in that Changing the designated damage-bearing character from the first character in the second camp to the third character includes: Based on the actual team responsibilities and / or comprehensive combat values of each character in the second camp except the first character, a third character is selected from the second camp, and the designated damage-bearing character is changed from the first character in the second camp to the third character.
22. The method according to any one of claims 18 to 21, characterized in that The method further comprises: In response to a triggering event for replacing a designated injury-bearing character, prompt information indicating that the designated injury-bearing character has been replaced is displayed on the graphical user interface.
23. The method according to claim 17, characterized in that The method further comprises: In response to a triggering event for replacing a designated injury-bearing character, the display content of the character interface displayed on the graphical user interface is updated.
24. The method according to claim 1, characterized in that The method further comprises: In response to a trigger event in which the attack tendency value of the non-player character toward the designated injury-bearing character meets a preset attack condition, controlling the non-player character to attack the designated injury-bearing character; Among them, the preset attack condition includes at least one of the following conditions: the attack tendency value of the designated injury-bearing character is greater than a preset attack threshold; the attack tendency value of the designated injury-bearing character is greater than the attack tendency values of other characters in the second camp except the first character.
25. A game control device, characterized in that: The device comprises: An arrangement module, used for arranging a first camp and a second camp in a virtual environment; wherein the first camp includes non-player characters; The setting module is used to respond to the triggering operation on the first character in the second camp and set the first character as a designated damage-bearing character, so that the first character serves as a fixed attacking character of the non-player character.
26. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the game control method as described in any one of claims 1 to 24.
27. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game control method according to any one of claims 1 to 24 are executed.