Role component editing method, device, program product and electronic equipment in game

By configuring multiple states and logical relationships for virtual characters during the game editing stage, the problem of limited virtual character states was solved, enabling flexible control and personalized creation during the game operation stage, and enriching the gameplay.

CN119896859BActive Publication Date: 2026-04-07NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-30
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

In UGC games, the virtual characters' states are limited during gameplay, preventing users from creating personalized content.

Method used

Provides state editing permissions during the game editing phase, configures multiple character states of virtual characters and their logical relationships, and controls character state changes during game operation through logical relationships.

Benefits of technology

It enables flexible character state control during game operation, meets users' personalized creation needs, and enriches gameplay strategies.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119896859B_ABST
    Figure CN119896859B_ABST
Patent Text Reader

Abstract

The present disclosure provides a role component editing method, device, program product and electronic equipment in a game, wherein the method comprises: in a game editing stage, providing a state editing permission for a virtual role; in response to a state editing operation for the virtual role, configuring a plurality of role states and a logical association relationship between the plurality of role states for the virtual role, the role state being used to represent a specific game behavior performed by the virtual role in a game running stage and / or a specific role attribute state of the virtual role in the game running stage, and the logical association relationship being used to represent mutual influence between different role states of the virtual role, wherein the plurality of role states at least include a first role state and a second role state; in the game running stage, when the virtual role is in the first role state, according to the logical association relationship, a game influence related to the second role state is applied to the virtual role in the first role state, so as to meet the user's personalized role creation demand.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This 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 Technology

[0002] In UGC (User Generated Content) games, users can set various scene components in a virtual scene, such as decorations, objects, functions, mechanisms, and combinations, enabling users to perform various game tasks in the virtual scene.

[0003] In related technologies, the state of virtual characters during game operation is usually changed according to rules set by developers, and cannot be generated by users, thus limiting users' personalized creation.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This 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, to at least partially solve the problem of limited personalized creation by users in related technologies.

[0006] According to a first aspect of this disclosure, a method for editing character components in a game is provided, the game including a game editing stage and a game running stage, the method comprising: in the game editing stage, providing state editing permissions for a virtual character; 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, the character states being used to characterize specific game behaviors performed by the virtual character in the game running stage and / or specific character attribute states of the virtual character in the game running stage, the logical associations being 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, controlling the application of game influences related to the second character state to the virtual character in the first character state according to the logical associations.

[0007] According to a second aspect of this disclosure, a character component editing device for a game is provided, the game including a game editing stage and a game running stage, the device comprising: a state editing permission providing module, configured to provide state editing boundary permissions for a virtual character during the game editing stage; a logical association configuration module, configured to configure multiple character states and logical associations between the multiple 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 logical associations being 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; and a game running stage control module, configured to, during the game running stage, when the virtual character is in the first character state, control the application of game influences 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 this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the character component editing method in a game as described in the first aspect, and possible implementations thereof.

[0009] According to a fourth aspect of this 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 and possible implementations of the first aspect of the game by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects:

[0011] In the character component editing process of the aforementioned game, during the game editing phase, state editing permissions for virtual characters are provided. In response to state editing operations on virtual characters, multiple character states and logical relationships between these states are configured. Character states represent specific game behaviors performed by the virtual character during game execution and / or specific character attribute states during game execution. Logical relationships represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state. During game execution, when the virtual character is in the first character state, game influences related to the second character state are applied to the virtual character in the first character state according to the logical relationships. This disclosure, through parameter editing operations, configures multiple character states and logical relationships between them for virtual characters, enabling flexible control of character states during game execution, meeting users' personalized game character creation needs, and enriching game gameplay strategies. Attached Figure Description

[0012] Figure 1 This diagram illustrates a flowchart of a method for editing character components in a game according to this exemplary embodiment;

[0013] Figure 2 This exemplary embodiment illustrates a flowchart of configuring multiple character states and logical relationships between multiple character states for a virtual character.

[0014] Figure 3 This diagram illustrates a configuration logic relationship in this exemplary embodiment;

[0015] Figure 4A A schematic diagram illustrating an interface configuration in this exemplary embodiment is shown;

[0016] Figure 4B A schematic diagram illustrating another interface configuration in this exemplary embodiment is shown;

[0017] Figure 5 This diagram illustrates a flowchart of a role status editing process in this exemplary embodiment;

[0018] Figure 6 This diagram illustrates a structural block diagram of a character component editing device in a game according to this exemplary embodiment;

[0019] Figure 7 This exemplary embodiment illustrates an electronic device for implementing the character component editing method in the aforementioned game. Detailed Implementation

[0020] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0021] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0022] In related technologies, the state of virtual characters during game operation is usually changed according to rules set by developers, and cannot be generated by users, thus limiting users' personalized creation.

[0023] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide 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.

[0024] In one embodiment of this disclosure, the character component editing method in a game can run on a local terminal device or a server. When the character component editing method in the game runs on a server, it 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 one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of character component editing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the game processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0026] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0027] In one alternative implementation, a method for editing character components in a game is provided, the game including a game editing phase and a game running phase. (See reference) Figure 1 As shown, the character component editing method in this game may specifically include the following steps S110 to S130:

[0028] Step S110: In the game editing stage, provide state editing permissions for virtual characters;

[0029] Step S120: In response to the state editing operation for the virtual character, configure multiple character states and logical relationships between the multiple character states for the virtual character. The character state is used to represent the specific game behavior performed by the virtual character during the game operation phase and / or the specific character attribute state of the virtual character during the game operation phase. The logical relationship is used to represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state.

[0030] Step S130: During the game operation phase, when the virtual character is in the first character state, according to the logical relationship, control the application of game influences related to the second character state to the virtual character in the first character state.

[0031] Figure 1 The method shown allows for the configuration of multiple character states and logical relationships between these states through parameter editing operations. This enables flexible control of character states during game operation, meeting users' personalized game creation needs and enriching gameplay strategies.

[0032] It should be noted that character components can be understood as a form of representation of virtual characters during the game editing stage.

[0033] The following is about Figure 1 Each step in the process will be explained in detail.

[0034] In step S110, during the game editing phase, state editing permissions for virtual characters are provided.

[0035] During the game editing stage, a game editing scene can be displayed in the graphical user interface; the game editing scene can be a game map scene loaded in edit mode. This exemplary embodiment supports user-defined game map scenes. Users can choose to create a new game map scene and edit it, or they can choose to edit an existing game map scene. The game map scene can include a background and one or more pre-generated scene components. These scene components can be scene components that come with the game map itself (e.g., the game program can provide a variety of preset game map scenes with different styles, and users can choose a preset game map scene to edit, which initially comes with scene components), or they can be scene components that are edited and generated by the user. This disclosure does not specifically limit this.

[0036] Optionally, during the game editing phase, one or more virtual characters can be pre-created to provide a basis for selecting control objects during the game's runtime.

[0037] The virtual characters created can include various character types, such as survivors and hunters. This disclosure does not impose specific limitations on this, and users can create them themselves.

[0038] Optionally, during the game editing stage, in response to a character creation command, the type of character to be created can be determined, and a virtual character matching that type can be created. The character creation command refers to the command to create a new virtual character, which can be performed by the user. The character type can be, for example, a survivor or a hunter, and the user can select the desired type; this disclosure does not impose specific limitations on this. It should be noted that different character types can belong to different game factions, and different factions can engage in strategic competition within the game. By creating virtual characters of different types, strategic players can be introduced into the game, thereby enhancing the game's playability.

[0039] Optionally, during the game editing stage, a game team editing interface can be displayed in response to a game team editing command. The game team editing interface includes one or more game teams. In response to a character creation command for a first target game team in the game team editing interface, the type of character to be created is determined, and a virtual character matching the type of character to be created is created. The first target game team is any one of the one or more game teams. Here, the game team editing command refers to a game participation combination configuration command, and a game team can represent a combination of game participation elements for a virtual character. One or more different game participation combinations, i.e., game teams, can be pre-created for the user to select. 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 practical applications, the maximum number of game teams that can be created can be limited by setting a preset team threshold, and the maximum number of characters that a single game team can create can be limited by setting a preset character threshold, so as to avoid the game creation content being too large and complex. This disclosure does not make specific limitations in this regard.

[0041] Optionally, the game team editing interface can display a first character creation control and a second character creation control. These controls can be used to create virtual characters of different character types. For example, for a first target game team, in response to the triggering operation of the first character creation control, the first character type can be used as the character type to be created, and a virtual character matching that type can 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 can be used as the character type to be created, and a virtual character matching that type can be created; wherein the first and second character types belong to different game factions. By creating different character types, different game teams can be constructed, enriching gameplay and enhancing the user's gaming experience.

[0042] It should be noted that during the game editing stage, users can create one or more virtual characters, depending on the game settings. These settings can be preset by the system or customized by the player, and this disclosure does not impose any specific restrictions on them.

[0043] The status editing permissions may include, but are not limited to, editing permissions for various status types such as movement status, combat status, and interaction status. This disclosure does not specifically limit these permissions.

[0044] Optionally, various character states can be pre-configured for user editing. For example, movement state types may include, but are not limited to, standing, crouching, crouching and walking, walking, running, climbing, jumping into a cellar, jumping, and landing; combat state types may include, but are not limited to, healthy state, injured state, and knocked down state; interaction state types may include, but are not limited to, vaulting over windows, healing teammates, decoding cipher machines, being healed, rescuing others, self-healing from knockdown, lowering pallets, crossing pallets, opening cabinets, leaving cabinets, general skills, and being in cabinets, etc. This disclosure does not specifically limit these.

[0045] It should be noted that the character status in this disclosure can be a character attribute status, such as a healthy status or an injured status, or a dynamic behavior status, such as putting down a plank or crossing a plank. This disclosure does not impose any specific limitations on this.

[0046] In step S120, in response to the state editing operation for the virtual character, multiple character states and logical relationships between the multiple character states are configured for the virtual character. The character state is used to represent a specific game behavior performed by the virtual character during the game operation phase and / or a specific character attribute state of the virtual character during the game operation phase. The logical relationship is used to represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state.

[0047] The state editing operation can include editing operations on various logical relationships between character states. The logical relationships can include, but are not limited to, mutual exclusion, coexistence, and opposition. This disclosure does not specifically limit these relationships.

[0048] In one alternative implementation, such as Figure 2 As shown, the above response to the state editing operation for a virtual character, configuring multiple character states and logical relationships between these states, can be achieved through the following steps:

[0049] Step S210: Provide logical relationship configuration controls and corresponding state configuration controls through the role editing interface;

[0050] Step S220: In response to the role state selection operation of the state configuration control corresponding to the logical relationship configuration control, configure multiple role states for the virtual role;

[0051] Step S230: In response to the logical relationship selection operation of the logical relationship configuration control, determine the target logical relationship; the target logical relationship is one of a variety of pre-configured logical relationships.

[0052] Step S240: Based on the target logical relationship, configure the logical association relationship between multiple role states for the virtual role.

[0053] Among them, the logical relationship configuration control can correspond to at least two state configuration controls.

[0054] Optionally, the character editing interface for the virtual character can be displayed through the following steps: in response to a game team editing command, the game team editing interface is displayed, which may include character editing controls associated with the virtual character; in response to a triggering operation of the character editing controls, the character editing interface for the virtual character associated with the triggered character editing controls is controlled to be displayed.

[0055] Optionally, the character editing interface for the virtual character can be displayed through the following steps: During the game editing stage, the graphical user interface can display character editing controls, the pre-created virtual character can be displayed in the game editing scene, and the virtual character to be edited can be determined in response to the virtual character selection operation in the game editing scene; in response to the trigger operation of the character editing controls, the character editing interface for the virtual character to be edited can be controlled to be displayed.

[0056] For example, in response to the selection operation of the role state of the two state configuration controls corresponding to the logical relationship configuration control, two role states can be configured for the virtual role, namely the first role state and the second role state.

[0057] For example, in response to a logical relationship selection operation for a logical relationship configuration control, a logical relationship can be selected as the target logical relationship from a variety of pre-configured logical relationships.

[0058] For example, if the determined logical 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] By using the logical relationship configuration control and the corresponding state configuration control, the logical relationships between multiple character states can be flexibly configured to meet the different character 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 logic symbol selection. This can simplify the difficulty of game creation to a certain extent and lower the threshold for game creation.

[0061] It should be noted that in practical applications, step S220 can be executed first and then step S230, or step S230 can be executed first and then step S220. This disclosure does not specify the execution order of step S220 and step S230. The specific order of the 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 related to the second character state is applied to the virtual character in the first character state according to the logical association.

[0063] During the game's runtime phase, the game's runtime scene can be displayed in the graphical user interface; the game runtime scene can be a game map scene loaded in runtime mode.

[0064] Specifically, during the game's operation, when a virtual character is in the first role state, game influences related to the second role state can be applied to the virtual character in the first role state based on the logical relationships associated with the first role state.

[0065] In an optional implementation, the above-mentioned configuration of multiple role states and logical relationships between multiple role 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 first state editing operation for the virtual character, configuring multiple role states and mutual exclusion logical relationships between multiple role states for the virtual character; wherein, the mutual exclusion logical relationship can be used to represent that the virtual character is not allowed to be in multiple role states at the same time.

[0066] Among them, the first state editing operation is a state editing operation with mutually exclusive logical relationships.

[0067] For example, such as Figure 3 As shown, in response to the selection operation of the two state configuration controls 301 corresponding to the logical relationship configuration control, two character states can be configured for the virtual character, such as "healthy" state and "running" state; in response to the selection operation of the logical relationship configuration control 302, corresponding target logical relationships can be configured for the two selected character states, such as mutual exclusion logical relationships, so that the virtual character cannot be in the "healthy" state and "running" state at the same time by default during the game operation phase.

[0068] When the logical relationship between the first character state and the second character state is mutually exclusive, in an optional implementation, the above-mentioned control over the application of game influences related to the second character state to the virtual character in the first character state during the game operation phase, based on the logical association, can be achieved through the following steps: During the game operation phase, when the virtual character is in the first character state, control the application of game influences that prevent the virtual character in the first character state from entering the second character state based on the mutually exclusive logical relationship.

[0069] Specifically, when the logical relationship between the first role state and the second role state is mutually exclusive, during the game operation phase, when a virtual character is in the first role state, it can be controlled so that the virtual character in the first role state cannot enter the second role state.

[0070] For example, taking the first character state as "healthy" and the second character state as "running", with the "healthy" state and the "running" state configured as mutually exclusive, during the game's operation, the virtual character selected by the user is configured with a "running" 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 "running" control, the virtual character cannot run, or the "running" control does not respond, so that the virtual character does not perform the "running" game behavior in the "healthy" state.

[0071] By configuring mutually exclusive logic relationships, it is possible to control whether virtual characters can be in the corresponding character states at the same time during the game's operation. This can meet users' personalized configuration needs for restricting character state transitions and improve the flexibility and convenience of users' game creation.

[0072] In an optional implementation, the above-mentioned configuration of multiple role states and logical relationships between multiple role states for a virtual character in response to a state editing operation for a virtual character can be achieved through the following steps: in response to a second state editing operation for a virtual character, configuration of multiple role states and coexistence logical relationships between multiple role states for a virtual character; the coexistence logical relationships are used to represent forcing the virtual character to be in multiple role states at the same time.

[0073] Among them, the second state editing operation is a state editing operation with coexisting logical relationships.

[0074] For example, in response to the selection operation of the role state of the two state configuration controls corresponding to the logical relationship configuration control, two role states can be configured for the virtual character: "injured" state and "crouching" state; in response to the selection operation of the logical relationship configuration control, the coexisting logical relationship can be used as the target logical relationship, so that the "injured" state and "crouching" state of the virtual character are forcibly bound during the game operation phase.

[0075] When the logical relationship between the first character state and the second character state is a coexistence logical relationship, in an optional implementation, the above-mentioned control of applying game influences related to the second character state to the virtual character in the first character state according to the logical relationship during the game operation phase can be achieved through the following steps: During the game operation phase, when the virtual character is in the first character state, control the application of game influences to the virtual character in the first character state to enter the second character state according to the coexistence logical relationship.

[0076] Specifically, when the logical relationship between the first role state and the second role state is a coexistence logical relationship, during the game operation phase, when the virtual character is in the first role state, it can be controlled to simultaneously enter the second role state.

[0077] For example, taking a first character state as "injured" and a second character state as "crouching," with the "injured" and "crouching" states configured as coexisting logical relationships, during game execution, when the user's virtual character is in an "injured" state, the virtual character is forced to perform the "crouching" game behavior. If the virtual character is configured with a "crouching" control during game execution, the "crouching" control can be automatically triggered when the character's health is not full, forcing the virtual character to crouch.

[0078] By configuring coexistence logic, virtual characters can be controlled to be in the corresponding character states simultaneously during game operation, which can meet users' personalized configuration needs to restrict character state transitions and improve the flexibility and convenience of users' game creation.

[0079] During game operation, the game can run by default based on the configured logical relationships.

[0080] Optionally, during the game editing stage, relationship unlinking operations can also be performed to dynamically remove logical associations during game execution, thereby enriching gameplay and improving user experience.

[0081] In an alternative implementation, the following steps may also be performed: during the game editing phase, in response to the relationship unediting operation for the logical association, a logical relationship undoing event is configured for the logical association, the logical relationship undoing event being used to trigger the removal of mutual influence between different character states of the virtual character; during the game running phase, in response to triggering the logical relationship undoing event, control is implemented to prevent the virtual character in the first character state from being subject to game influences related to the second character state.

[0082] Optionally, during the game editing phase, in response to the unediting operation of a mutually exclusive logical relationship, a logical relationship undoing event can be configured for that relationship. This allows the game to control the release of the constraint that a virtual character cannot be in a second character state when in a first character state, in response to triggering the logical relationship undoing event during gameplay. For example, assuming the first character state is "healthy" and the second character state is "running," and the logical relationship configured between the "healthy" and "running" states is mutually exclusive, a logical relationship undoing event can be configured for this mutually exclusive relationship. For instance, the event trigger condition could be a game event like "cipher machine decoding progress reaches 100%." ​​During gameplay, when the user-controlled virtual character is at full health, by default, control operations targeting the running state for that virtual character are not responded to. If the cipher machine decoding progress is detected to have reached 100%, the mutually exclusive logical relationship configured between the "healthy" and "running" states for that virtual character can be undoed, allowing control operations targeting the running state to be responded to when the virtual character is at full health.

[0083] Optionally, during the game editing phase, in response to the unediting operation of the coexisting logical relationship, a logical relationship undoing event can be configured for the coexisting logical relationship. This allows, during game execution, the constraint that forces a virtual character to forcibly enter a second character state when in the first character state can be released in response to this logical relationship undoing event. For example, assuming the first character state is "low health" and the second character state is "crawling," and the logical relationship configured between the "low health" and "crawling" states is a coexisting logical relationship, a logical relationship undoing event can be configured for this coexisting logical relationship. For instance, the event trigger condition could be a game event where "a teammate performs a help action on the user's virtual character." During game execution, when the user's virtual character is low on health, the virtual character can be controlled to forcibly perform crawling game behavior by default. If a teammate is detected performing a help action on the virtual character, the coexisting logical relationship configured between the "low health" and "crawling" states can be released, preventing the virtual character from being forcibly crawling in the low health state.

[0084] By configuring logical relationship release events for logical relationships, dynamic state transitions can be achieved during the game's runtime phase.

[0085] In one alternative implementation, the above-mentioned configuration of a logical relationship termination event in response to the relationship termination editing operation for a logical relationship can be achieved through the following steps: providing a logical relationship termination control for the logical relationship through the character editing interface; determining a target game event in response to the game event selection operation for the logical relationship termination control, wherein the target game event is one of the candidate game events; and configuring a logical relationship termination event for the logical relationship based on the target game event.

[0086] Optionally, a logical relationship termination control can be displayed at the associated location of the logical relationship configuration control and the corresponding state configuration control, so as to configure a logical relationship termination event for the logical relationship termination control.

[0087] The game event selection operation can be an operation that selects a target game event from candidate game events. Specifically, the selected target game event can be used as a logical relationship removal event for a corresponding logical association.

[0088] Candidate game events can be pre-set by the user or the system. Configuring logical relationship resolution events from candidate game events can alleviate the user's event configuration burden to some extent.

[0089] For example, such as Figure 3 As shown, taking the mutually exclusive relationship between the "healthy" state and the "running" state as an example, a logic release event, such as event 1, can be configured for this mutually exclusive relationship. This allows the game to detect when the logic release event is triggered in the scene during gameplay. Specifically, when event 1 is triggered, the mutually exclusive relationship between the "healthy" state and the "running" state is released, allowing the virtual character to enter the "running" state when it is in the "healthy" state. Event 1 can be selected from candidate game events.

[0090] Optionally, in response to an event result configuration operation for a logical relationship termination event, the event result of the logical relationship termination event can be configured so that, during game execution, in response to the triggering of the logical relationship termination event, an event result corresponding to the logical relationship termination event is generated, and the game influence related to the second character state is no longer applied to the virtual character in the first character state. For example, after configuring the logical relationship termination event, the event result of the logical relationship termination event can be further configured, such as "can run," so that when the logical relationship termination event is detected during game execution, the "can run" event result is controlled to be generated, thereby terminating the mutual exclusion logical relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state).

[0091] In an alternative implementation, in response to a conditional editing instruction for a logical relationship termination event, a corresponding event triggering condition can be configured for the logical relationship termination event so that the logical relationship termination event is triggered when the event triggering condition is met during the game's running phase.

[0092] Specifically, during the game editing phase, users can place scene components with multiple states in the game scene, such as cipher machines and doors. The scene component editing interface can be displayed in response to the selection of the scene component. Users can also configure corresponding event triggering conditions for the logical relationship release event in response to the state editing operation of the scene component in the scene component editing interface.

[0093] For example, during the game editing stage, taking the selection of the scene component cipher machine as an example, such as... Figure 4A As shown, users can edit the cumulative decoding progress of the cipher machine in the scene component editing interface 401, such as "cumulative decoding progress reaches 100%", and configure the corresponding event triggering condition for event 2. Event 2 can be selected from candidate game events. Users can edit the mutual exclusion logic relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state) in the virtual character's character editing interface 402, and configure the corresponding logic relationship release event for this mutual exclusion logic relationship, such as event 2. During the game operation phase, in response to detecting that the cipher machine meets the event triggering condition of event 2, "cumulative decoding progress reaches 100%", it can be determined that the cipher machine has triggered event 2; in response to detecting that the cipher machine has triggered event 2, the user-played virtual character can be controlled to release the mutual exclusion logic relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state), so that when the user-played virtual character is at full health, a control operation for the virtual character to run will be responded to.

[0094] For example, during the game editing stage, taking the selection of a scene component door as an example, such as... Figure 4BAs shown, users can edit the door's opening progress in the door scene component editing interface 403, such as "door opening progress reaches 50%", and configure the corresponding event triggering condition for event 3. Event 3 can be selected from candidate game events. Users can edit the mutual exclusion logic relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state) in the virtual character's character editing interface 402, and configure the corresponding logic relationship release event for this mutual exclusion logic relationship, such as event 3. During the game's operation, in response to detecting that the door meets the event triggering condition of event 3, "door opening progress reaches 50%", it can be determined that the door has triggered event 3. In response to detecting that the door has triggered event 3, the user-controlled virtual character can be controlled to release the mutual exclusion logic relationship between the first character state (e.g., "healthy" state) and the second character state (e.g., "running" state), so that when the user-controlled virtual character is at full health, a control operation for the virtual character to run will be responded to.

[0095] By configuring corresponding event conditions for logical relationship dissolution events, the logical relationship dissolution events can be triggered during the game's operation when the corresponding event conditions are met, which simplifies the user's event configuration burden and improves the user's editing efficiency.

[0096] For example, such as Figure 5 As shown, a flowchart for editing a character's state is provided, which may include the following steps:

[0097] Step S501: In the game editing stage, provide character editing permissions for virtual characters and display the character editing interface. The character editing interface includes a logical relationship configuration control, a status 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 the role state selection operation of the state configuration control corresponding to the logical relationship configuration control, configure the first role state and the second role state for the virtual role.

[0099] Step S503: In response to the logical relationship selection operation of the logical relationship configuration control, determine the target logical relationship and use the target logical relationship as the logical association 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 removal control, determine the target game event and use the target game event as the logical relationship removal event corresponding to the logical relationship.

[0101] Step S505: During the game operation phase, based on the logical relationship between the first character state and the second character state, control the virtual character in the first character state to be subjected to game influences related to the second character state.

[0102] In step S506, in response to the triggering of the logical relationship termination event, the control no longer applies game influences related to the second character state to the virtual character in the first character state, so as to terminate the logical association between the first character state and the second character state.

[0103] Exemplary embodiments of this disclosure also provide a character component editing device for a game, the game including a game editing stage and a game running stage, referencing... Figure 6 As shown, the character component editing device 600 in the game may include the following program modules:

[0104] The status editing permission provision module 610 is used to provide status editing permissions for virtual characters during the game editing stage;

[0105] The logical association configuration module 620 is used to respond to the state editing operation for the virtual character, configure multiple character states and logical associations between the multiple character states for the virtual character. The character state is used to represent the specific game behavior performed by the virtual character during the game operation phase and / or the specific character attribute state of the virtual character during the game operation phase. The logical association is used to represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state.

[0106] The game operation phase control module 630 is used to control the application of game influences related to the second role state to the virtual character in the first role state according to logical associations during the game operation phase, when the virtual character is in the first role state.

[0107] In an optional implementation, based on the aforementioned scheme, the logical association configuration module 620 can be configured to: in response to a first state editing operation for 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 implementation, based on the aforementioned scheme, the game operation phase control module 630 can be configured to: during the game operation phase, when the virtual character is in the first character state, control the application of game influence to the virtual character in the first character state to prevent it from entering the second character state according to the mutual exclusion logic relationship.

[0109] In an optional implementation, based on the aforementioned scheme, the logical association configuration module 620 can also be configured to: in response to a second state editing operation for a virtual character, configure multiple character states and coexistence logical relationships between the multiple character states for the virtual character; the coexistence logical relationships are used to characterize the forced virtual character to be in multiple character states at the same time.

[0110] In an optional implementation, based on the aforementioned scheme, the game operation phase control module 630 can also be configured to: during the game operation phase, when the virtual character is in the first character state, control the application of game influence to the virtual character in the first character state to enter the second character state according to the coexistence logic relationship.

[0111] In an optional implementation, based on the aforementioned scheme, the logical relationship configuration module 620 can be configured to: provide a logical relationship configuration control and a corresponding state configuration control through a role editing interface; configure multiple role states for a virtual role in response to a role state selection operation for the state configuration control corresponding to the logical relationship configuration control; determine a target logical relationship in response to a logical relationship selection operation for the logical relationship configuration control; the target logical relationship is one of a variety of pre-configured logical relationships; and configure logical relationships between multiple role states for a virtual role based on the target logical relationship.

[0112] In an optional implementation, based on the aforementioned scheme, the character component editing device 600 in the game further includes: a relationship dismantling configuration module, used during the game editing phase to configure a logical relationship dismantling event for the logical relationship in response to a relationship dismantling editing operation for the logical relationship, the logical relationship dismantling event being used to trigger the dismantling of mutual influence between different character states of the virtual character; and a relationship dismantling control module, used during the game running phase to control the virtual character in the first character state to no longer be subject to game influences related to the second character state in response to the triggering of the logical relationship dismantling event.

[0113] In an optional implementation, based on the aforementioned scheme, the relationship termination configuration module can be configured to: provide a logical relationship termination control for logical associations through the character editing interface; in response to a game event selection operation for the logical relationship termination control, determine a target game event, which is one of the candidate game events; and configure a logical relationship termination event for the logical association based on the target game event.

[0114] In an optional implementation, based on the aforementioned scheme, the character component editing device 600 in the game further includes: a time condition configuration module, used to configure corresponding event triggering conditions for the logical relationship termination event in response to a condition editing instruction for the logical relationship termination event, so that the logical relationship termination event is triggered when the event triggering conditions are met during the game running phase.

[0115] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0116] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the character component editing method described above in the game.

[0117] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can 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, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.

[0118] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0119] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0120] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code causes the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps:

[0121] During the game editing phase, permissions are provided to edit the status of virtual characters;

[0122] In response to the state editing operation for the virtual character, multiple character states and logical relationships between the multiple character states are configured for the virtual character. The character state is used to represent the specific game behavior performed by the virtual character during the game operation phase and / or the specific character attribute state of the virtual character during the game operation phase. The logical relationship is used to represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state.

[0123] During the game's execution phase, when a virtual character is in the first role state, the game influence related to the second role state is applied to the virtual character in the first role state based on logical relationships.

[0124] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple role states and logical relationships between multiple role states for a virtual character in response to a state editing operation for a virtual character can be achieved through the following steps: in response to a first state editing operation for a virtual character, multiple role states and mutually exclusive logical relationships between multiple role states are configured for the virtual character; the mutually exclusive logical relationships are used to represent that a virtual character is not allowed to be in multiple role states at the same time.

[0125] In an optional implementation, based on the aforementioned scheme, the above-mentioned control over the application of game influences related to the second role state to the virtual character in the first role state during the game operation phase, according to the logical association, can be achieved through the following steps: during the game operation phase, when the virtual character is in the first role state, control the application of game influences that prevent the virtual character in the first role state from entering the second role state according to the mutual exclusion logic relationship.

[0126] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple role states and logical relationships between multiple role states for a virtual character in response to a state editing operation for a virtual character can be achieved through the following steps: in response to a second state editing operation for a virtual character, multiple role states and coexistence logical relationships between multiple role states are configured for the virtual character; the coexistence logical relationships are used to represent forcing the virtual character to be in multiple role states simultaneously.

[0127] In an optional implementation, based on the aforementioned scheme, the above-mentioned control of applying game influences related to the second role state to the virtual character in the first role state during the game operation phase, according to the logical association, can be achieved through the following steps: during the game operation phase, when the virtual character is in the first role state, control of applying game influences related to entering the second role state to the virtual character in the first role state according to the coexistence logical relationship.

[0128] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple character states and logical relationships between multiple character states for a virtual character in response to a state editing operation for the virtual character can be achieved through the following steps: providing a logical relationship configuration control and a corresponding state configuration control through the character editing interface; configuring multiple character states for the virtual character in response to a character state selection operation for the state configuration control corresponding to the logical relationship configuration control; determining a target logical relationship in response to a logical relationship selection operation for the logical relationship configuration control; the target logical relationship is one of a variety of pre-configured logical relationships; and configuring logical relationships between multiple character states for the virtual character based on the target logical relationship.

[0129] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: during the game editing phase, in response to the relationship unediting operation for the logical association, a logical relationship unediting event is configured for the logical association, and the logical relationship unediting event is used to trigger the removal of mutual influence between different character states of the virtual character; during the game running phase, in response to triggering the logical relationship unediting event, the game influence related to the second character state is no longer applied to the virtual character in the first character state.

[0130] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of a logical relationship removal event in response to the relationship removal editing operation for a logical relationship can be achieved through the following steps: providing a logical relationship removal control for the logical relationship through the character editing interface; determining a target game event in response to the game event selection operation for the logical relationship removal control, wherein the target game event is one of the candidate game events; and configuring a logical relationship removal event for the logical relationship based on the target game event.

[0131] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to a conditional editing instruction for a logical relationship termination event, a corresponding event triggering condition is configured for the logical relationship termination event, so that the logical relationship termination event is triggered when the event triggering condition is met during the game's running phase.

[0132] In the above steps, multiple character states and logical relationships between multiple character states are configured for the virtual character through parameter editing operations. This enables flexible control of the character state during the game's operation, meets users' personalized game creation needs, and enriches the game's gameplay strategies.

[0133] The exemplary embodiments of this disclosure also provide an electronic device capable of implementing the character component editing method in the above-described 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 executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0134] The following is for reference. Figure 7 The electronic device is illustrated by way 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 be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[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 volatile memory, such as RAM 721 and cache unit 722, and may also include non-volatile memory, such as ROM 723. The memory 720 may also include one or more program modules 724, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 724 may include the modules described above.

[0137] The processor 710 may include one or more processing units, such as 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).

[0138] The processor 710 can be used to execute executable instructions stored in the memory 720, such as performing any one or more method steps in this exemplary embodiment.

[0139] For example, processor 710 may perform the following steps:

[0140] During the game editing phase, permissions are provided to edit the status of virtual characters;

[0141] In response to the state editing operation for the virtual character, multiple character states and logical relationships between the multiple character states are configured for the virtual character. The character state is used to represent the specific game behavior performed by the virtual character during the game operation phase and / or the specific character attribute state of the virtual character during the game operation phase. The logical relationship is used to represent the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state.

[0142] During the game's execution phase, when a virtual character is in the first role state, the game influence related to the second role state is applied to the virtual character in the first role state based on logical relationships.

[0143] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple role states and logical relationships between multiple role states for a virtual character in response to a state editing operation for a virtual character can be achieved through the following steps: in response to a first state editing operation for a virtual character, multiple role states and mutually exclusive logical relationships between multiple role states are configured for the virtual character; the mutually exclusive logical relationships are used to represent that a virtual character is not allowed to be in multiple role states at the same time.

[0144] In an optional implementation, based on the aforementioned scheme, the above-mentioned control over the application of game influences related to the second role state to the virtual character in the first role state during the game operation phase, according to the logical association, can be achieved through the following steps: during the game operation phase, when the virtual character is in the first role state, control the application of game influences that prevent the virtual character in the first role state from entering the second role state according to the mutual exclusion logic relationship.

[0145] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple role states and logical relationships between multiple role states for a virtual character in response to a state editing operation for a virtual character can be achieved through the following steps: in response to a second state editing operation for a virtual character, multiple role states and coexistence logical relationships between multiple role states are configured for the virtual character; the coexistence logical relationships are used to represent forcing the virtual character to be in multiple role states simultaneously.

[0146] In an optional implementation, based on the aforementioned scheme, the above-mentioned control of applying game influences related to the second role state to the virtual character in the first role state during the game operation phase, according to the logical association, can be achieved through the following steps: during the game operation phase, when the virtual character is in the first role state, control of applying game influences related to entering the second role state to the virtual character in the first role state according to the coexistence logical relationship.

[0147] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of multiple character states and logical relationships between multiple character states for a virtual character in response to a state editing operation for the virtual character can be achieved through the following steps: providing a logical relationship configuration control and a corresponding state configuration control through the character editing interface; configuring multiple character states for the virtual character in response to a character state selection operation for the state configuration control corresponding to the logical relationship configuration control; determining a target logical relationship in response to a logical relationship selection operation for the logical relationship configuration control; the target logical relationship is one of a variety of pre-configured logical relationships; and configuring logical relationships between multiple character states for the virtual character based on the target logical relationship.

[0148] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: during the game editing phase, in response to the relationship unediting operation for the logical association, a logical relationship unediting event is configured for the logical association, and the logical relationship unediting event is used to trigger the removal of mutual influence between different character states of the virtual character; during the game running phase, in response to triggering the logical relationship unediting event, the game influence related to the second character state is no longer applied to the virtual character in the first character state.

[0149] In an optional implementation, based on the aforementioned scheme, the above-mentioned configuration of a logical relationship removal event in response to the relationship removal editing operation for a logical relationship can be achieved through the following steps: providing a logical relationship removal control for the logical relationship through the character editing interface; determining a target game event in response to the game event selection operation for the logical relationship removal control, wherein the target game event is one of the candidate game events; and configuring a logical relationship removal event for the logical relationship based on the target game event.

[0150] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to a conditional editing instruction for a logical relationship termination event, a corresponding event triggering condition is configured for the logical relationship termination event, so that the logical relationship termination event is triggered when the event triggering condition is met during the game's running phase.

[0151] In the above steps, multiple character states and logical relationships between multiple character states are configured for the virtual character through parameter editing operations. This enables flexible control of the character state during the game's operation, meets users' personalized game creation needs, and enriches the game's gameplay strategies.

[0152] Bus 730 is used to connect different components of electronic device 700 and may include a data bus, an address bus and a control bus.

[0153] Electronic device 700 can communicate with one or more external devices 800 (such as keyboard, mouse, external controller, etc.) through I / O interface 740.

[0154] Electronic device 700 can communicate with one or more networks via network adapter 750. For example, network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 750 can communicate with other modules of electronic device 700 via bus 730.

[0155] Electronic device 700 can display a graphical user interface, etc., via display 760.

[0156] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 700, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Arrays of Independent Disks) system, tape drive, and data backup storage system.

[0157] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.

[0158] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0159] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined 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: During the game editing phase, permissions to edit the status of virtual characters are provided; In response to the state editing operation for the virtual character, multiple character states and logical relationships between the multiple character states are configured for the virtual character. The character states are used to characterize specific game behaviors performed by the virtual character during the game operation phase and / or specific character attribute states of the virtual character during the game operation phase. The logical relationships are used to characterize the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state. During the game operation phase, 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 applied to the virtual character in the first character state; The step of configuring multiple character states and logical relationships between the multiple character states in response to a state editing operation for the virtual character includes: The role editing interface provides logical relationship configuration controls and corresponding state configuration controls. In response to the role state selection operation of the state configuration control corresponding to the logical relationship configuration control, multiple role states are configured for the virtual role; 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 variety of pre-configured logical relationships. Based on the target logical relationship, configure the logical association relationship between the multiple character states for the virtual character.

2. The method according to claim 1, characterized in that, The step of configuring multiple character states and logical relationships between the multiple character states in response to a state editing operation on the virtual character includes: In response to a first state editing operation for the virtual character, multiple character states and mutual exclusion logic relationships between the multiple character states are configured for the virtual character; the mutual exclusion logic relationships are used to indicate 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, During the game's running phase, when the virtual character is in the first character state, according to the logical association, controlling the application of game influences related to the second character state to the virtual character in the first character state includes: During the game operation phase, when the virtual character is in the first character state, according to the mutual exclusion logic relationship, the game influence that prevents the virtual character in the first character state from entering the second character state is controlled.

4. The method according to claim 1, characterized in that, The step of configuring multiple character states and logical relationships between the multiple character states in response to a state editing operation on the virtual character includes: In response to a second state editing operation for the virtual character, multiple character states and coexistence logic relationships between the multiple character states are configured for the virtual character; the coexistence logic relationships are used to represent forcing the virtual character to be in the multiple character states simultaneously.

5. The method according to claim 4, characterized in that, During the game's running phase, when the virtual character is in the first character state, according to the logical association, controlling the application of game influences related to the second character state to the virtual character in the first character state includes: During the game operation phase, when the virtual character is in the first character state, according to the coexistence logic relationship, the game influence of entering the second character state is controlled to be applied to the virtual character in the first character state.

6. The method according to claim 1, characterized in that, The method further includes: During the game editing phase, in response to the relationship unediting operation for the logical association, a logical relationship unediting event is configured for the logical association. The logical relationship unediting event is used to trigger the removal of mutual influence between different character states of the virtual character. During the game operation phase, in response to triggering the logical relationship termination event, the control stops applying game effects related to the second character state to the virtual character in the first character state.

7. The method according to claim 6, characterized in that, The step of configuring a logical relationship termination event for the logical relationship in response to the relationship termination edit operation for the logical relationship includes: The role editing interface provides controls for resolving logical relationships. In response to a game event selection operation that removes the control for the logical relationship, a target game event is determined, wherein the target game event is one of the candidate game events; Based on the target game event, configure a logical relationship release event for the logical association.

8. The method according to claim 6, characterized in that, The method includes: In response to the condition editing instruction for the logical relationship termination event, a corresponding event triggering condition is configured for the logical relationship termination event so that the logical relationship termination event is triggered when the event triggering condition is met during the game running phase.

9. A character component editing device for a game, characterized in that, The game includes a game editing stage and a game running stage, and the device includes: A status editing permission providing module is used to provide status editing permissions for virtual characters during the game editing phase; A logical association configuration module is used to configure multiple character states and logical associations between the multiple character states in response to a state editing operation for the virtual character. The character states are used to characterize specific game behaviors performed by the virtual character during the game operation phase and / or specific character attribute states of the virtual character during the game operation phase. The logical associations are used to characterize the mutual influence between different character states of the virtual character. The multiple character states include at least a first character state and a second character state. A game operation phase control module is used to, during the game operation phase, when the virtual character is in the first character state, control the application of game influences related to the second character state to the virtual character in the first character state according to the logical association relationship; The logical association configuration module is configured as follows: The role editing interface provides logical relationship configuration controls and corresponding state configuration controls. In response to the role state selection operation of the state configuration control corresponding to the logical relationship configuration control, multiple role states are configured for the virtual role; 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 variety of pre-configured logical relationships. Based on the target logical relationship, configure the logical association relationship between the multiple character states for the virtual character.

10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 8.

11. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 8 by executing the executable instructions.

Citation Information

Patent Citations

  • Game entity object editing method and device, equipment and medium

    CN115469855A

  • Virtual scene editing method and device, equipment and storage medium

    CN118605784A