Method and device for editing role component in game, program product and electronic equipment
By configuring multiple character states and logical associations for virtual characters during the game editing stage, the problem that virtual character states cannot be generated by users in UGC games is solved, and flexible control and personalized creation needs are realized in the game running stage.
Patent Information
- Application Number
- CN202411979776.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-30
- Publication Date
- 2025-04-29
- Estimated Expiration
- 2044-12-30
AI Technical Summary
In UGC games, the status of virtual characters during the game running stage is usually determined by rules preset by developers, and cannot be generated by users, resulting in the user's personalized creation being restricted.
A character component editing method in a game is provided, allowing users to configure multiple character states and logical associations between virtual characters during the game editing stage, and then control the virtual character state according to these configurations during the game running stage.
It realizes flexible control of character status in the game operation stage, meets users' personalized game character creation needs, and enriches the gameplay strategy.
Smart Images

Figure CN119896859A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technology, and in particular to a method for editing character components in a game, a device for editing character components in a game, a computer program product, and an electronic device. Background Art
[0002] In UGC (User Generated Content) games, users can set various scene components in virtual scenes, such as decorations, objects, functions, mechanisms, combinations, etc., so that users can perform various game tasks in the virtual scenes.
[0003] In the related art, the state of the virtual character during the game running stage usually changes according to the rules pre-set by the developer, and cannot be generated by the user, and the user's personalized creation is limited.
[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] The present disclosure provides a method for editing character components in a game, a device for editing character components in a game, a computer program product, and an electronic device, so as to at least to some extent solve the problem of limited personalized creation of users in related technologies.
[0006] According to a first aspect of the present disclosure, there is provided a method for editing character components in a game, the game comprising a game editing phase and a game running phase, the method comprising: in the game editing phase, providing status editing permissions for a virtual character; in response to a status editing operation for the virtual character, configuring a plurality of character states for the virtual character and a logical association relationship between the plurality of character states, the character state being used to characterize a specific game behavior performed by the virtual character in the game running phase and / or a specific character attribute state of the virtual character in the game running phase, the logical association relationship being used to characterize the mutual influence between different character states of the virtual character, wherein the plurality of character states include at least a first character state and a second character state; in the game running phase, when the virtual character is in the first character state, controlling, according to the logical association relationship, to exert a game influence related to the second character state on the virtual character in the first character state.
[0007] According to a second aspect of the present disclosure, there is provided a device for editing character components in a game, wherein the game includes a game editing phase and a game running phase, and the device includes: a state editing authority providing module, for providing state editing permissions for a virtual character in the game editing phase; a logical association configuration module, for configuring a plurality of character states and logical associations between the plurality of character states for the virtual character in response to a state editing operation for the virtual character, the character states being used to characterize specific game behaviors performed by the virtual character in the game running phase and / or specific character attribute states of the virtual character in the game running phase, and the logical associations being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states include at least a first character state and a second character state; and a game running phase control module, for controlling, in the game running phase, when the virtual character is in the first character state, to apply a game influence related to the second character state to the virtual character in the first character state according to the logical associations.
[0008] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, which, when executed by a processor, implements the method for editing character components in a game according to the first aspect and possible implementation thereof.
[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the character component editing method in the game of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
[0010] The technical solution disclosed in this disclosure has the following beneficial effects:
[0011] In the character component editing process of the above-mentioned game, in the game editing stage, a state editing permission for a virtual character is provided; in response to the state editing operation for the virtual character, multiple character states and logical associations between the multiple character states are configured for the virtual character, the character state is used to characterize the specific game behavior performed by the virtual character during the game running stage and / or the specific character attribute state of the virtual character during the game running stage, and the logical association is used to characterize the mutual influence between different character states of the virtual character, wherein the multiple character states include at least a first character state and a second character state; in the game running stage, when the virtual character is in the first character state, according to the logical association, the game influence related to the second character state is controlled to be exerted on the virtual character in the first character state. The present disclosure configures multiple character states and logical associations between the multiple character states for the virtual character through parameter editing operations, which can realize flexible control of the character state during the game running stage, meet the personalized game character creation needs of users, and enrich the game play strategy. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 A flowchart showing a method for editing a character component in a game in this exemplary embodiment;
[0013] Figure 2 A flowchart showing a method of configuring multiple character states for a virtual character and logical associations between the multiple character states in this exemplary embodiment is shown;
[0014] Figure 3 A schematic diagram showing a configuration logic association relationship in this exemplary embodiment;
[0015] Figure 4A A schematic diagram showing an interface configuration in this exemplary embodiment;
[0016] Figure 4B A schematic diagram showing another interface configuration in this exemplary embodiment;
[0017] Figure 5 A flowchart showing a character status editing operation in this exemplary embodiment is shown;
[0018] Figure 6 A structural block diagram showing a device for editing a character component in a game in this exemplary embodiment is shown;
[0019] Figure 7 An electronic device for implementing the character component editing method in the game in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0020] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0021] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0022] In the related art, the state of the virtual character during the game running stage usually changes according to the rules pre-set by the developer, and cannot be generated by the user, and the user's personalized creation is limited.
[0023] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a method for editing character components in a game, an apparatus for editing character components in a game, a computer program product, and an electronic device.
[0024] In one embodiment of the present disclosure, the character component editing method in the game can be run on a local terminal device or a server. When the character component editing method in the game is run on the server, the character component editing method in the game can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0025] 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 character component editing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the game processing is performed by the cloud game server in the cloud. 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.
[0026] 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 and run by an electronic device in a conventional manner. 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.
[0027] In an optional implementation, a method for editing a character component in a game is provided, wherein the game includes a game editing phase and a game running phase. Figure 1 As shown, the character component editing method in the game may specifically include the following steps S110 to S130:
[0028] Step S110, in the game editing stage, providing status editing authority for the virtual character;
[0029] Step S120, in response to the state editing operation for the virtual character, configuring a plurality of character states and logical associations between the plurality of character states for the virtual character, the character state being used to characterize a specific game behavior performed by the virtual character during the game running stage and / or a specific character attribute state of the virtual character during the game running stage, and the logical association being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states at least include a first character state and a second character state;
[0030] Step S130, during the game running phase, when the virtual character is in the first character state, based on the logical association relationship, controlling the virtual character in the first character state to exert game influences related to the second character state.
[0031] Figure 1 In the method shown, multiple character states and logical associations between multiple character states are configured for a virtual character through parameter editing operations, which can achieve flexible control of the character state during the game running stage, meet the user's personalized game creation needs, and enrich the game play strategy.
[0032] It should be noted that the character component can be understood as a form of expression of the virtual character in the game editing stage.
[0033] Below Figure 1 Provide detailed instructions for each step.
[0034] In step S110, during the game editing phase, status editing authority for the virtual character is provided.
[0035] During the game editing stage, the game editing scene can be displayed in the graphical user interface; the game editing scene can be a game map scene loaded in the editing mode. This exemplary embodiment can support users to customize the game map scene. The user can choose to create a new game map scene and edit it, or can choose to edit an existing game map scene. The game map scene may include a background and one or more generated scene components. These scene components may be scene components that come with the game map (such as a game program can provide preset game map scenes of multiple different styles, and the user can choose a preset game map scene to edit, which initially comes with scene components), or they may be scene components generated by user editing. This disclosure does not specifically limit this.
[0036] Optionally, during the game editing phase, one or more virtual characters may be created in advance to provide a selection basis for the control objects during the game running phase.
[0037] Among them, the created virtual characters may include various role types, such as survivors, supervisors, etc. The present disclosure does not make specific limitations on this and can be created by users.
[0038] Optionally, in the game editing stage, in response to a character creation instruction, the type of character to be created can be determined, and a virtual character matching the type of character to be created can be created. Among them, the character creation instruction refers to an instruction to create a new virtual character, which can be created by the user. Among them, the character type can be, for example, a survivor, a supervisor, etc., and the user can select the type of character to be created, and this disclosure does not specifically limit this. It should be noted that different character types can belong to different game camps, and different game camps can compete in the game running scene. By creating virtual characters of different character types, game parties can be provided for the game running scene, thereby improving the playability of the game work.
[0039] Optionally, in the game editing stage, a game team editing interface may be displayed in response to a game team editing instruction; the game team editing interface includes one or more game teams; in response to a character creation instruction for a first target game team in the game team editing interface, the character type to be created is determined, and a virtual character matching the character type to be created is created; the first target game team is any one of the one or more game teams. Among them, the game team editing instruction refers to a game participation combination configuration instruction, and the game team can represent a game participation combination of a virtual character. One or more different game participation combinations, i.e., game teams, can be created in advance for user selection. Optionally, the game team editing interface may also include a game team creation control, which can create a new game team in response to the triggering operation of the game team creation control.
[0040] It should be noted that, in actual application, the maximum number of game teams that can be created can be limited by a preset team threshold, and the maximum number of characters that can be created by a single game team can be limited by a preset role threshold, so as to avoid the game creation content being too large and complex. This disclosure does not make specific limitations on this.
[0041] Optionally, a first character creation control and a second character creation control may be displayed in the game team editing interface. The first character creation control and the second character creation control may be used to create virtual characters of different character types, respectively. Exemplarily, for the first target game team, in response to the triggering operation of the first character creation control, the first character type may be used as the character type to be created, and a virtual character matching the character type to be created may be created; or for the first target game team, in response to the triggering operation of the second character creation control, the second character type may be used as the character type to be created, and a virtual character matching the character type to be created may be created; wherein the first character type and the second character type belong to different game camps. By creating different character types, different game teams can be further constructed, which can enrich the gameplay and enhance the user's gaming experience.
[0042] It should be noted that during the game editing stage, the user can create at most one or more virtual characters, depending on the game settings. The settings can be pre-set by the system or customized by the player, and this disclosure does not specifically limit this.
[0043] Among them, the status editing authority may include but is not limited to editing authority of various status types such as mobile status, combat status, interactive status, etc., and this disclosure does not make specific limitations on this.
[0044] Optionally, multiple types of character states can be pre-configured for users to edit. For example, the types of movement states may include but are not limited to standing, squatting, squatting and walking, walking, running, climbing, jumping into the cellar, jumping, jumping and landing, etc.; the types of combat states may include but are not limited to health state, injury state, falling state, etc.; the types of interaction states may include but are not limited to climbing over windows, healing teammates, deciphering cipher machines, being healed, saving people, self-healing after falling, putting down wooden boards, crossing wooden boards, opening cabinets, leaving cabinets, general skills, being in cabinets, etc., and the present disclosure does not specifically limit this.
[0045] It should be noted that the character status in the present disclosure can be a character attribute status, such as health status, injury status, etc., or a dynamic behavior status, such as putting down a wooden board, crossing a wooden board, etc., and the present disclosure does not make specific limitations on this.
[0046] In step S120, in response to a state editing operation for a virtual character, multiple character states and logical associations between the multiple character states are configured for the virtual character, the character state is used to characterize specific game behaviors performed by the virtual character during the game running stage and / or the specific character attribute state of the virtual character during the game running stage, and the logical association is used to characterize the mutual influence between different character states of the virtual character, wherein the multiple character states include at least a first character state and a second character state.
[0047] Among them, the state editing operation may include editing operations on various logical associations between role states. The logical associations may include but are not limited to mutually exclusive, coexistent, opposing, and other relationships, which are not specifically limited in the present disclosure.
[0048] In an optional embodiment, if Figure 2 As shown, in response to the state editing operation for the virtual character, configuring multiple character states and logical associations between the multiple character states for the virtual character can be achieved by the following steps:
[0049] Step S210, providing a logical relationship configuration control and a state configuration control corresponding to the logical relationship configuration control through a role editing interface;
[0050] Step S220, in response to a character state selection operation of a state configuration control corresponding to a logical relationship configuration control, configuring a plurality of character states for the virtual character;
[0051] Step S230, in response to the logic relationship selection operation for the logic relationship configuration control, determining a target logical relationship; the target logical relationship is one of the multiple pre-configured logical association relationships;
[0052] Step S240: Based on the target logical relationship, a logical association relationship between multiple character states is configured for the virtual character.
[0053] Among them, the logical relationship configuration control can correspond to at least two state configuration controls.
[0054] Optionally, a character editing interface for a virtual character may be displayed through the following steps: in response to a game team editing instruction, displaying the game team editing interface, which may include a character editing control associated with the virtual character; in response to a triggering operation of the character editing control, controlling the display of a character editing interface for the virtual character associated with the triggered character editing control.
[0055] Optionally, a character editing interface for a virtual character may be displayed through the following steps: in the game editing stage, a character editing control may be displayed in a graphical user interface, a pre-created virtual character may be displayed in a game editing scene, and a virtual character to be edited may be determined in response to a virtual character selection operation in the game editing scene; in response to a triggering operation of the character editing control, the character editing interface for the virtual character to be edited is controlled to be displayed.
[0056] Exemplarily, in response to a character state selection operation of two state configuration controls corresponding to the logical relationship configuration control, two character states, namely a first character state and a second character state, may be configured for the virtual character.
[0057] Exemplarily, in response to a logical relationship selection operation on a logical relationship configuration control, a logical relationship may be selected from a plurality of pre-configured logical relationships as a target logical relationship.
[0058] Exemplarily, the determined logical association relationship is logical relationship 1, and the two selected role states are role state A and role state B, then logical relationship 1 can be configured between role state A and role state B.
[0059] Through the logical relationship configuration control and the state configuration control corresponding to the logical relationship configuration control, flexible configuration of the logical relationship between multiple role states can be achieved to meet the different role creation needs of users.
[0060] During the game editing stage, by providing users with a character editing interface, users can achieve mutual constraints between different character states during game operation through state selection and logical symbol selection, which can simplify the difficulty of game creation and lower the threshold for game creation to a certain extent.
[0061] It should be noted that in actual applications, step S220 can be executed first and then step S230, or step S230 can be executed first and then step S220. The present disclosure does not specifically limit the execution order of step S220 and step S230. The order of steps to be executed can be determined according to the order configured by the user.
[0062] In step S130, during the game running phase, when the virtual character is in the first character state, the game influence associated with the second character state is controlled to be applied to the virtual character in the first character state according to the logical association relationship.
[0063] During the game running stage, the game running scene can be displayed in the graphical user interface; the game running scene can be a game map scene loaded in the running mode.
[0064] Specifically, during the game running stage, when the virtual character is in the first character state, the game influence related to the second character state can be controlled to be exerted on the virtual character in the first character state according to the logical association relationship related to the first character state.
[0065] In an optional embodiment, the above-mentioned configuration of multiple character states for the virtual character and the logical association relationship between the multiple character states in response to the state editing operation for the virtual character can be achieved through the following steps: in response to the first state editing operation for the virtual character, multiple character states are configured for the virtual character and the mutually exclusive logical relationship between the multiple character states; wherein the mutually exclusive logical relationship can be used to characterize that the virtual character is not allowed to be in multiple character states at the same time.
[0066] The first state editing operation is a state editing operation of a mutually exclusive logical relationship.
[0067] For example, Figure 3 As shown, in response to the character state selection operation of the two state configuration controls 301 corresponding to the logical relationship configuration controls, two character states, such as a "healthy" state and a "running" state, can be configured for the virtual character; in response to the logical relationship selection operation of the logical relationship configuration control 302, corresponding target logical relationships can be configured for the two selected character states, such as a mutually exclusive logical relationship, so that the virtual character cannot be in the "healthy" state and the "running" state at the same time by default during the game running stage.
[0068] When the logical relationship configured between the first character state and the second character state is a mutually exclusive logical relationship, in an optional implementation, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the application of game influences related to the second character state to the virtual character in the first character state can be achieved through the following steps: During the game running stage, when the virtual character is in the first character state, according to the mutually exclusive logical relationship, controlling the application of game influences related to the second character state to the virtual character in the first character state not to enter the second character state.
[0069] Specifically, when the logical relationship configured between the first character state and the second character state is a mutually exclusive logical relationship, during the game running stage, when the virtual character is in the first character state, the virtual character in the first character state can be controlled to be unable to enter the second character state.
[0070] For example, taking the first character state as the "healthy" state and the second character state as the "running" state, and the logical relationship configured between the "healthy" state and the "running" state as a mutually exclusive logical relationship, during the game running stage, the virtual character chosen by the user is configured with a "run" control. When the virtual character is in the "healthy" state, that is, when the character's health is full, even if the player touches the "run" control, the virtual character cannot run, or the "run" control does not respond, so that the virtual character does not perform the "running" game behavior in the "healthy" state.
[0071] Through the configuration of mutually exclusive logical relationships, it is possible to control the virtual characters in the game running phase to not be in the corresponding role states at the same time. This can meet the user's personalized configuration needs for limiting role state transitions and enhance the flexibility and convenience of user game production.
[0072] In an optional embodiment, the above-mentioned configuration of multiple character states and logical associations between the multiple character states for the virtual character in response to the state editing operation for the virtual character can be achieved through the following steps: in response to the second state editing operation for the virtual character, multiple character states and coexistence logical relationships between the multiple character states are configured for the virtual character; the coexistence logical relationships are used to characterize that the virtual character is forced to be in multiple role states at the same time.
[0073] The second state editing operation is a state editing operation of a coexistence logical relationship.
[0074] Exemplarily, in response to the character state selection operation of the two state configuration controls corresponding to the logical relationship configuration control, two character states can be configured for the virtual character: an injured state and a "crouching and walking" state; in response to the logical relationship selection operation of the logical relationship configuration control, the coexisting logical relationship can be used as the target logical relationship, so that the virtual character's "injured" state and the "crouching and walking" state are forcibly bound during the game running stage.
[0075] When the logical relationship configured between the first character state and the second character state is a coexistence logical relationship, in an optional implementation, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the game influence related to the second character state to be exerted on the virtual character in the first character state can be achieved through the following steps: During the game running stage, when the virtual character is in the first character state, according to the coexistence logical relationship, controlling the game influence of entering the second character state to be exerted on the virtual character in the first character state.
[0076] Specifically, when the logical relationship configured between the first character state and the second character state is a coexistence logical relationship, during the game running stage, when the virtual character is in the first character state, the virtual character in the first character state can be controlled to enter the second character state at the same time.
[0077] For example, when the first character is in the "injured" state and the second character is in the "crouching and walking" state, and the logical relationship configured between the "injured" state and the "crouching and walking" state is a coexistence logical relationship, during the game running stage, when the virtual character played by the user is in the "injured" state, the virtual character is controlled to forcibly execute the game behavior of "crouching and walking". If the virtual character is configured with a "crouching and walking" control during the game running, when the character's health is not full, the "crouching and walking" control can be automatically triggered, so that the virtual character is forced to crouch and walk.
[0078] Through the configuration of coexistence logical relationships, the virtual characters can be controlled to be in the corresponding role states at the same time during the game running stage, which can meet the user's personalized configuration needs for limiting role state transitions and enhance the flexibility and convenience of user game production.
[0079] During the game running stage, the game can be run by default based on the configured logical association relationship.
[0080] Optionally, during the game editing phase, you can also perform relationship release editing operations so that you can dynamically release logical associations during the game running phase to enrich the gameplay and enhance the user experience.
[0081] In an optional embodiment, the following steps may also be performed: in the game editing stage, in response to a relationship release editing operation on a logical association relationship, a logical relationship release event is configured for the logical association relationship, and the logical relationship release event is used to trigger the release of the mutual influence between different role states of the virtual character; in the game running stage, in response to triggering the logical relationship release event, the virtual character in the first role state is controlled to no longer be subject to the game influence related to the second role state.
[0082] Optionally, in the game editing stage, in response to the relationship release editing operation for the mutually exclusive logical relationship, a logical relationship release event can be configured for the mutually exclusive logical relationship, so that in the game running stage, in response to triggering the logical relationship release event, the constraint that the virtual character cannot be in the second character state when it is in the first character state is controlled to be released. Exemplarily, taking the first character state as the "healthy" state, the second character state as the "running" state, and the logical relationship configured by the "healthy" state and the "running" state as a mutually exclusive logical relationship as an example, a logical relationship release event can be configured for the mutually exclusive logical relationship, for example, the event triggering condition is a game event of "the progress of the cipher machine decryption reaches 100%". During the game running process, when the virtual character played by the user is full of blood, the control operation for the virtual character to run is not responded to by default. If it is detected that the progress of the cipher machine decryption reaches 100%, the mutually exclusive logical relationship configured by the "healthy" state and the "running" state of the virtual character can be controlled to be released, so that when the virtual character is full of blood, it can respond to the control operation for the virtual character to run.
[0083] Optionally, in the game editing stage, in response to the relationship release editing operation for the coexisting logical relationship, a logical relationship release event can be configured for the coexisting logical relationship, so that in the game running stage, in response to the logical relationship release event, the constraint of forcing the virtual character to enter the second character state when the virtual character is in the first character state is controlled to be released. Exemplarily, taking the first character state as the "residual health" state, the second character state as the "climbing" state, and the logical relationship configured by the "residual health" state and the "climbing" state as a coexisting logical relationship as an example, a logical relationship release event can be configured for the coexisting logical relationship, for example, the event triggering condition is a game event of "a teammate performs a supporting action on the virtual character played by the user". During the game running process, when the virtual character played by the user has residual health, the virtual character can be controlled to perform the crawling game behavior by default. If it is detected that the teammate performs a supporting action on the virtual character, the coexistence logical relationship configured by the "residual health" state and the "climbing" state of the virtual character is controlled to be released, so that the virtual character is no longer forced to crawl in the residual health state.
[0084] By configuring logical relationship release events for logical association relationships, dynamic state transformation can be achieved during the game running phase.
[0085] In an optional embodiment, the above-mentioned response to the relationship release editing operation on the logical association relationship, configuring the logical relationship release event for the logical association relationship can be achieved through the following steps: providing a logical relationship release control for the logical association relationship through the character editing interface; in response to the game event selection operation on the logical relationship release control, determining the target game event, the target game event is one of the candidate game events; based on the target game event, configuring the logical relationship release event for the logical association relationship.
[0086] Optionally, a logical relationship release control may be displayed at an associated position of the logical relationship configuration control and the state configuration control corresponding to the logical relationship configuration control, so as to configure a logical relationship release event for the logical relationship release control.
[0087] The game event selection operation may be an operation of selecting a target game event from candidate game events. Specifically, the selected target game event may be used as a logical relationship release event of the corresponding logical association relationship.
[0088] The candidate game events may be game events preset by the user or the system. Configuring logical relationship release events from the candidate game events can alleviate the event configuration pressure of the user to a certain extent.
[0089] For example, Figure 3 As shown, taking the logical relationship configured between the "healthy" state and the "running" state as a mutually exclusive logical relationship as an example, for this mutually exclusive logical relationship, a logical relationship release event, such as event 1, can be configured, so that during the running of the game, when a logical relationship release event is detected in the scene, that is, event 1, the mutually exclusive logical relationship between the "healthy" state and the "running" state is released, so that when the virtual character is in the "healthy" state, it can enter the "running" state. Among them, event 1 can be selected from the candidate game events.
[0090] Optionally, in response to the event result configuration operation for the logical relationship release event, the event result of the logical relationship release event can be configured, so that in the game running stage, in response to the triggering of the logical relationship release event, the event result corresponding to the logical relationship release event is generated, and the game influence related to the second character state is no longer exerted on the virtual character in the first character state. Exemplarily, after configuring the logical relationship release event, the event result of the logical relationship release event can be further configured, such as "can run", so that when the triggering of the logical relationship release event is detected in the game running stage, the event result of "can run" is controlled to be generated, thereby releasing the mutually exclusive logical relationship between the first character state (for example, the "healthy" state) and the second character state (for example, the "running" state).
[0091] In an optional implementation, in response to a conditional editing instruction for a logical relationship release event, a corresponding event triggering condition may be configured for the logical relationship release event, so that the logical relationship release event is triggered during the game running phase when the event triggering condition is met.
[0092] Specifically, during the game editing stage, the user can place scene components with multiple states in the game scene, such as scene components such as cipher machines and doors. In response to the selection operation of the scene component, the scene component editing interface can be displayed. In response to the state editing operation of the scene component in the scene component editing interface, the corresponding event trigger conditions can be configured for the logical relationship release event.
[0093] For example, in the game editing stage, taking the scene component cipher machine as an example, Figure 4A As shown, the user can edit the cumulative decryption progress of the cipher machine in the scene component editing interface 401 of the cipher machine, such as "the cumulative decryption progress reaches 100%", and configure the corresponding event triggering condition for event 2, wherein event 2 can be selected from the candidate game events. The user can edit the mutually exclusive logical relationship between the first character state (for example, the "healthy" state) and the second character state (for example, the "running" state) in the role editing interface 402 of the virtual character, and configure the corresponding logical relationship release event for the mutually exclusive logical relationship, such as event 2. In the game running stage, in response to detecting that the cipher machine meets the event triggering condition of event 2 "the cumulative decryption progress reaches 100%", it can be determined that the cipher machine triggers event 2; in response to detecting that the cipher machine triggers event 2, the virtual character played by the user can be controlled to release the mutually exclusive logical relationship between the first character state (for example, the "healthy" state) and the second character state (for example, the "running" state), so that when the virtual character played by the user is full of blood, it responds to the control operation of the virtual character running.
[0094] For example, in the game editing stage, take the scene component door as an example. Figure 4BAs shown, the user can edit the door opening progress in the door scene component editing interface 403, such as "the door opening progress reaches 50%", and configure the corresponding event triggering condition for event 3, wherein event 3 can be selected from the candidate game events. The user can edit the mutually exclusive logical relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state) in the virtual character role editing interface 402, and configure the corresponding logical relationship release event for the mutually exclusive logical relationship, such as event 3. In the game running stage, in response to detecting that the door meets the event triggering condition of event 3 "the door opening progress reaches 50%", it can be determined that the door triggers event 3; in response to detecting that the door triggers event 3, the virtual character played by the user can be controlled to release the mutually exclusive logical relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state), so that when the virtual character played by the user is full of blood, it responds to the control operation of running for the virtual character.
[0095] By configuring corresponding event conditions for the logical relationship release event, so that the logical relationship release event is triggered when the corresponding event conditions are met during the game running phase, the user's event configuration pressure can be simplified and the user's editing efficiency can be improved.
[0096] For example, Figure 5 As shown, a flowchart of character status editing operation is provided, which may specifically include the following steps:
[0097] Step S501, in the game editing stage, providing role editing permissions for the virtual character and displaying a role editing interface, the role editing interface including a logical relationship configuration control, a state configuration control corresponding to the logical relationship configuration control, and a logical relationship release control corresponding to the logical relationship configuration control;
[0098] Step S502, in response to a character state selection operation of a state configuration control corresponding to a logical relationship configuration control, configuring a first character state and a second character state for a virtual character;
[0099] Step S503, in response to the logic relationship selection operation on the logic relationship configuration control, determining the target logical relationship, and using the target logical relationship as the logical association relationship between the first role state and the second role state;
[0100] Step S504, in response to the game event selection operation for the logical relationship release control, determining a target game event, and using the target game event as a logical relationship release event corresponding to the logical association relationship;
[0101] Step S505, during the game running phase, according to the logical association between the first character state and the second character state, controlling the virtual character in the first character state to exert a game influence related to the second character state;
[0102] Step S506, in response to triggering the logical relationship release event, controlling the virtual character in the first character state to no longer exert the game influence related to the second character state, so as to release the logical association relationship between the first character state and the second character state.
[0103] The exemplary embodiment of the present disclosure also provides a device for editing a character component in a game, wherein the game includes a game editing phase and a game running phase. Figure 6 As shown, the character component editing device 600 in the game may include the following program modules:
[0104] The status editing authority providing module 610 is used to provide status editing authority for a virtual character during the game editing phase;
[0105] The logical association relationship configuration module 620 is used to configure a plurality of character states and logical association relationships between the plurality of character states for the virtual character in response to a state editing operation for the virtual character, wherein the character state is used to represent a specific game behavior performed by the virtual character during the game running stage and / or a specific character attribute state of the virtual character during the game running stage, and the logical association relationship is used to represent the mutual influence between different character states of the virtual character, wherein the plurality of character states include at least a first character state and a second character state;
[0106] The game running stage control module 630 is used to control the game influence related to the second character state to be applied to the virtual character in the first character state according to the logical association relationship during the game running stage when the virtual character is in the first character state.
[0107] In an optional embodiment, based on the aforementioned scheme, the logical association relationship configuration module 620 can be configured to: in response to a first state editing operation on a virtual character, configure multiple character states and mutually exclusive logical relationships between the multiple character states for the virtual character; the mutually exclusive logical relationships are used to represent that the virtual character is not allowed to be in multiple character states at the same time.
[0108] In an optional embodiment, based on the aforementioned scheme, the game running stage control module 630 can be configured as follows: in the game running stage, when the virtual character is in the first character state, according to the mutually exclusive logical relationship, control the game influence on the virtual character in the first character state not to enter the second character state.
[0109] In an optional embodiment, based on the aforementioned scheme, the logical association relationship configuration module 620 can also be configured to: in response to the second state editing operation for the virtual character, configure multiple role states and coexistence logical relationships between the multiple role states for the virtual character; the coexistence logical relationship is used to characterize that the virtual character is forced to be in multiple role states at the same time.
[0110] In an optional embodiment, based on the aforementioned scheme, the game running stage control module 630 can also be configured as follows: in the game running stage, when the virtual character is in the first character state, according to the coexistence logical relationship, control the game influence on the virtual character in the first character state to enter the second character state.
[0111] In an optional embodiment, based on the aforementioned scheme, the logical association relationship configuration module 620 can be configured as follows: providing a logical relationship configuration control and a state configuration control corresponding to the logical relationship configuration control through a character editing interface; configuring multiple character states for a virtual character in response to a character state selection operation of a state configuration control corresponding to the logical relationship configuration control; determining a target logical relationship in response to a logical relationship selection operation of the logical relationship configuration control; the target logical relationship being one of a plurality of pre-configured logical association relationships; and configuring a logical association relationship between multiple character states for a virtual character based on the target logical relationship.
[0112] In an optional embodiment, based on the aforementioned scheme, the character component editing device 600 in the game also includes: a relationship release configuration module, which is used to configure a logical relationship release event for the logical association relationship in response to a relationship release editing operation on the logical association relationship during the game editing stage, and the logical relationship release event is used to trigger the release of the mutual influence between different role states of the virtual character; a relationship release control module, which is used to control the virtual character in the first role state to no longer exert the game influence related to the second role state in response to triggering the logical relationship release event during the game running stage.
[0113] In an optional embodiment, based on the aforementioned scheme, the relationship release configuration module can be configured to: provide a logical relationship release control for the logical association relationship through the character editing interface; determine the target game event in response to the game event selection operation for the logical relationship release control, the target game event being one of the candidate game events; and configure a logical relationship release event for the logical association relationship based on the target game event.
[0114] In an optional embodiment, based on the aforementioned scheme, the character component editing device 600 in the game also includes: a time condition configuration module, which is used to respond to the conditional editing instruction for the logical relationship release event, and configure the corresponding event triggering condition for the logical relationship release event, so that the logical relationship release event is triggered when the event triggering condition is met during the game running stage.
[0115] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0116] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the method for editing a character component in the game is implemented.
[0117] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0118] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0119] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0120] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure. Exemplarily, the following steps may be included:
[0121] During the game editing phase, provide status editing permissions for virtual characters;
[0122] In response to a state editing operation for a virtual character, a plurality of character states and logical associations between the plurality of character states are configured for the virtual character, the character state being used to characterize a specific game behavior performed by the virtual character during a game running phase and / or a specific character attribute state of the virtual character during a game running phase, and the logical associations being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states at least include a first character state and a second character state;
[0123] During the game running phase, when the virtual character is in the first character state, based on the logical association relationship, the game influence associated with the second character state is controlled to be exerted on the virtual character in the first character state.
[0124] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation on the virtual character, configuring multiple character states for the virtual character and the logical association relationship between the multiple character states can be achieved through the following steps: in response to the first state editing operation on the virtual character, configuring multiple character states for the virtual character and the mutually exclusive logical relationship between the multiple character states; the mutually exclusive logical relationship is used to characterize that the virtual character is not allowed to be in multiple character states at the same time.
[0125] In an optional embodiment, based on the aforementioned scheme, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the game influence related to the second character state to be applied to the virtual character in the first character state can be achieved through the following steps: during the game running stage, when the virtual character is in the first character state, according to the mutually exclusive logical relationship, controlling the game influence of not entering the second character state to be applied to the virtual character in the first character state.
[0126] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation on the virtual character, configuring multiple character states for the virtual character and the logical association relationship between the multiple character states can be achieved through the following steps: in response to the second state editing operation on the virtual character, configuring multiple character states for the virtual character and the coexistence logical relationship between the multiple character states; the coexistence logical relationship is used to characterize that the virtual character is forced to be in multiple role states at the same time.
[0127] In an optional embodiment, based on the aforementioned scheme, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the game influence related to the second character state to be exerted on the virtual character in the first character state can be achieved through the following steps: during the game running stage, when the virtual character is in the first character state, according to the coexistence logical relationship, controlling the game influence of entering the second character state to be exerted on the virtual character in the first character state.
[0128] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation for the virtual character, configuring multiple character states and logical association relationships between the multiple character states for the virtual character can be achieved through the following steps: providing a logical relationship configuration control and a state configuration control corresponding to the logical relationship configuration control through the character editing interface; configuring multiple character states for the virtual character in response to the character state selection operation of the state configuration control corresponding to the logical relationship configuration control; determining the target logical relationship in response to the logical relationship selection operation of the logical relationship configuration control; the target logical relationship is one of the multiple logical association relationships pre-configured; based on the target logical relationship, configuring the logical association relationship between the multiple character states for the virtual character.
[0129] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in the game editing stage, in response to a relationship release editing operation on a logical association relationship, a logical relationship release event is configured for the logical association relationship, and the logical relationship release event is used to trigger the release of the mutual influence between different role states of the virtual character; in the game running stage, in response to triggering the logical relationship release event, the virtual character in the first role state is controlled to no longer be subject to the game influence related to the second role state.
[0130] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the relationship release editing operation on the logical association relationship, configuring a logical relationship release event for the logical association relationship can be achieved through the following steps: providing a logical relationship release control for the logical association relationship through the character editing interface; responding to a game event selection operation on the logical relationship release control, determining a target game event, the target game event being one of the candidate game events; and configuring a logical relationship release event for the logical association relationship based on the target game event.
[0131] In an optional embodiment, based on the aforementioned scheme, the following steps can also be performed: in response to a conditional editing instruction for a logical relationship release event, a corresponding event triggering condition is configured for the logical relationship release event, so that the logical relationship release event is triggered during the game running phase when the event triggering condition is met.
[0132] In the above steps, multiple character states and logical associations between multiple character states are configured for the virtual character through parameter editing operations, so as to realize flexible control of the character state during the game running stage, meet the user's personalized game creation needs, and enrich the game play strategy.
[0133] The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the character component editing method in the above-mentioned game. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0134] Reference below Figure 7 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 7 The electronic device 700 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0135] like Figure 7 As shown, the electronic device 700 may include: a processor 710 , a memory 720 , a bus 730 , an I / O (input / output) interface 740 , a network adapter 750 , and a display 760 .
[0136] The memory 720 may include a volatile memory, such as a RAM 721, a cache unit 722, and may also include a non-volatile memory, such as a ROM 723. The memory 720 may also include one or more program modules 724, such program modules 724 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 724 may include each module in the above-mentioned device.
[0137] The processor 710 may include one or more processing units. For example, the processor 710 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0138] The processor 710 may be configured to execute executable instructions stored in the memory 720 , such as executing any one or more method steps in the exemplary embodiment.
[0139] Exemplarily, the processor 710 may perform the following steps:
[0140] During the game editing phase, provide status editing permissions for virtual characters;
[0141] In response to a state editing operation for a virtual character, a plurality of character states and logical associations between the plurality of character states are configured for the virtual character, the character state being used to characterize a specific game behavior performed by the virtual character during a game running phase and / or a specific character attribute state of the virtual character during a game running phase, and the logical associations being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states at least include a first character state and a second character state;
[0142] During the game running phase, when the virtual character is in the first character state, based on the logical association relationship, the game influence associated with the second character state is controlled to be exerted on the virtual character in the first character state.
[0143] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation on the virtual character, configuring multiple character states for the virtual character and the logical association relationship between the multiple character states can be achieved through the following steps: in response to the first state editing operation on the virtual character, configuring multiple character states for the virtual character and the mutually exclusive logical relationship between the multiple character states; the mutually exclusive logical relationship is used to characterize that the virtual character is not allowed to be in multiple character states at the same time.
[0144] In an optional embodiment, based on the aforementioned scheme, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the game influence related to the second character state to be applied to the virtual character in the first character state can be achieved through the following steps: during the game running stage, when the virtual character is in the first character state, according to the mutually exclusive logical relationship, controlling the game influence of not entering the second character state to be applied to the virtual character in the first character state.
[0145] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation on the virtual character, configuring multiple character states for the virtual character and the logical association relationship between the multiple character states can be achieved through the following steps: in response to the second state editing operation on the virtual character, configuring multiple character states for the virtual character and the coexistence logical relationship between the multiple character states; the coexistence logical relationship is used to characterize that the virtual character is forced to be in multiple role states at the same time.
[0146] In an optional embodiment, based on the aforementioned scheme, during the game running stage, when the virtual character is in the first character state, according to the logical association relationship, controlling the game influence related to the second character state to be exerted on the virtual character in the first character state can be achieved through the following steps: during the game running stage, when the virtual character is in the first character state, according to the coexistence logical relationship, controlling the game influence of entering the second character state to be exerted on the virtual character in the first character state.
[0147] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the state editing operation for the virtual character, configuring multiple character states and logical association relationships between the multiple character states for the virtual character can be achieved through the following steps: providing a logical relationship configuration control and a state configuration control corresponding to the logical relationship configuration control through the character editing interface; configuring multiple character states for the virtual character in response to the character state selection operation of the state configuration control corresponding to the logical relationship configuration control; determining the target logical relationship in response to the logical relationship selection operation of the logical relationship configuration control; the target logical relationship is one of the multiple logical association relationships pre-configured; based on the target logical relationship, configuring the logical association relationship between the multiple character states for the virtual character.
[0148] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in the game editing stage, in response to a relationship release editing operation on a logical association relationship, a logical relationship release event is configured for the logical association relationship, and the logical relationship release event is used to trigger the release of the mutual influence between different role states of the virtual character; in the game running stage, in response to triggering the logical relationship release event, the virtual character in the first role state is controlled to no longer be subject to the game influence related to the second role state.
[0149] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the relationship release editing operation on the logical association relationship, configuring a logical relationship release event for the logical association relationship can be achieved through the following steps: providing a logical relationship release control for the logical association relationship through the character editing interface; responding to a game event selection operation on the logical relationship release control, determining a target game event, the target game event being one of the candidate game events; and configuring a logical relationship release event for the logical association relationship based on the target game event.
[0150] In an optional embodiment, based on the aforementioned scheme, the following steps can also be performed: in response to a conditional editing instruction for a logical relationship release event, a corresponding event triggering condition is configured for the logical relationship release event, so that the logical relationship release event is triggered during the game running phase when the event triggering condition is met.
[0151] In the above steps, multiple character states and logical associations between multiple character states are configured for the virtual character through parameter editing operations, so as to realize flexible control of the character state during the game running stage, meet the user's personalized game creation needs, and enrich the game play strategy.
[0152] The bus 730 is used to realize the connection between different components of the electronic device 700, and may include a data bus, an address bus, and a control bus.
[0153] The electronic device 700 can communicate with one or more external devices 800 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 740 .
[0154] The electronic device 700 can communicate with one or more networks through the network adapter 750. For example, the network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 750 can communicate with other modules of the electronic device 700 through the bus 730.
[0155] The electronic device 700 may display a graphical user interface and the like through the display 760 .
[0156] although Figure 7 Not shown, other hardware and / or software modules may also be provided in the electronic device 700, including but not limited to: a display, a microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system.
[0157] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0158] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0159] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A method for editing character components in a game, characterized in that: The game includes a game editing stage and a game running stage, and the method includes: In the game editing stage, providing status editing authority for virtual characters; In response to a state editing operation for the virtual character, a plurality of character states and logical association relationships between the plurality of character states are configured for the virtual character, the character states being used to characterize specific game behaviors performed by the virtual character during the game running stage and / or specific character attribute states of the virtual character during the game running stage, and the logical association relationships being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states at least include a first character state and a second character state; During the game running phase, when the virtual character is in the first character state, based on the logical association relationship, control is performed to apply the game influence associated with the second character state to the virtual character in the first character state.
2. The method according to claim 1, characterized in that In response to the state editing operation on the virtual character, configuring a plurality of character states for the virtual character and the logical association relationship between the plurality of character states includes: In response to a first state editing operation on the virtual character, multiple character states and mutually exclusive logical relationships between the multiple character states are configured for the virtual character; the mutually exclusive logical relationships are used to represent that the virtual character is not allowed to be in the multiple character states at the same time.
3. The method according to claim 2, characterized in that In the game running stage, when the virtual character is in the first character state, controlling the application of the game influence related to the second character state to the virtual character in the first character state according to the logical association relationship includes: During the game running phase, when the virtual character is in the first character state, based on the mutually exclusive logical relationship, a game influence is controlled to be exerted on the virtual character in the first character state so as not to enter the second character state.
4. The method according to claim 1, characterized in that: In response to the state editing operation on the virtual character, configuring a plurality of character states for the virtual character and logical associations between the plurality of character states includes: In response to a second state editing operation on the virtual character, a plurality of character states and coexistence logical relationships between the plurality of character states are configured for the virtual character; the coexistence logical relationships are used to represent that the virtual character is forced to be in the plurality of character states simultaneously.
5. The method according to claim 4, characterized in that In the game running stage, when the virtual character is in the first character state, controlling the application of the game influence related to the second character state to the virtual character in the first character state according to the logical association relationship includes: During the game running phase, when the virtual character is in the first character state, based on the coexistence logical relationship, a game influence of entering the second character state is controlled to be exerted on the virtual character in the first character state.
6. The method according to claim 1, characterized in that In response to the state editing operation on the virtual character, configuring a plurality of character states for the virtual character and logical associations between the plurality of character states includes: Provide logical relationship configuration controls and state configuration controls corresponding to the logical relationship configuration controls through the role editing interface; In response to a character state selection operation of a state configuration control corresponding to the logical relationship configuration control, configuring a plurality of character states for the virtual character; In response to a logical relationship selection operation on the logical relationship configuration control, a target logical relationship is determined; the target logical relationship is one of a plurality of pre-configured logical association relationships; Based on the target logical relationship, a logical association relationship between the multiple character states is configured for the virtual character.
7. The method according to claim 1, characterized in that The method further comprises: In the game editing stage, in response to a relationship release editing operation on the logical association relationship, a logical relationship release event is configured for the logical association relationship, and the logical relationship release event is used to trigger the release of mutual influence between different role states of the virtual character; In the game running stage, in response to triggering the logical relationship release event, the virtual character in the first character state is controlled to no longer have the game influence related to the second character state.
8. The method according to claim 7, characterized in that The step of configuring a logical relationship release event for the logical relationship in response to the relationship release editing operation on the logical relationship includes: Providing a logical relationship release control for the logical association relationship through a role editing interface; In response to a game event selection operation for the logic relationship release control, a target game event is determined, wherein the target game event is one of the candidate game events; Based on the target game event, a logical relationship release event is configured for the logical association relationship.
9. The method according to claim 7, characterized in that: The method comprises: In response to the conditional editing instruction for the logical relationship release event, a corresponding event triggering condition is configured for the logical relationship release event, so that the logical relationship release event is triggered during the game running phase when the event triggering condition is met.
10. A device for editing character components in a game, characterized in that: The game includes a game editing stage and a game running stage, and the device includes: A status editing authority providing module, used to provide status editing authority for a virtual character during the game editing phase; a logic association configuration module, configured to configure a plurality of character states and logic associations between the plurality of character states for the virtual character in response to a state editing operation for the virtual character, the character states being used to characterize specific game behaviors performed by the virtual character during the game running stage and / or specific character attribute states of the virtual character during the game running stage, the logic associations being used to characterize mutual influences between different character states of the virtual character, wherein the plurality of character states at least include a first character state and a second character state; The game running stage control module is used to control the game influence related to the second character state to be applied to the virtual character in the first character state according to the logical association relationship during the game running stage when the virtual character is in the first character state.
11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.
12. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 9 by executing the executable instructions.
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