Game settlement control method and device and electronic equipment

By introducing dynamic selection of game accounts and combat objects, strategic selection of effect objects and combat settlement in auto-chess games, the existing auto-chess game strategy is solved and the problem of large resource consumption is achieved, faster game processes and more efficient resource utilization are achieved.

CN119925922APending Publication Date: 2025-05-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510065179.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-15
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

The game mode of existing auto-chess games is relatively single, and the game strategies available to players are limited, resulting in a longer game time and increasing the performance overhead of terminal devices and servers.

Method used

Provide a game settlement control method. By responding to the start of the game game, it determines the game account and the battle object, enters the effect selection stage, obtains the effect selection command, determines the effect object based on the command, and controls the battle object to fight during the battle stage, obtains the battle settlement result, updates the character attribute value until the preset conditions are met to end the game.

Benefits of technology

It enriches the game mode, adds optional game strategies for players, shortens game time, and saves resource consumption of terminal devices and servers.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a game settlement control method and device and electronic equipment. The method comprises the steps that in response to starting of a game match, a game account participating in the game match and a pre-configured battle object of the game account are determined; entering a game effect selection stage, obtaining an effect selection instruction, and determining an effect object of the our account based on the effect selection instruction; entering a combat stage of game match, determining a target enemy account from enemy accounts, and controlling the combat object of our account and the combat object of the target enemy account to combat to obtain a combat settlement result; updating the role attribute value of the our account and / or the target enemy account based on the combat settlement result; and in response to the fact that the role attribute value of the game account in the game match meets a preset condition, controlling the game match to end. According to the mode, the game time is shortened, and the power consumption of the terminal equipment and the performance overhead of the server are saved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a game settlement control method, device and electronic equipment. Background Art

[0002] In the auto chess game, players need to choose characters to participate in the battle. The characters have corresponding character attributes, such as attack ability, defense ability, etc. Specific character combinations can also amplify combat capabilities. Players compete in the game by choosing or combining characters to win the game; this game method is relatively simple, and the game strategies available to players are limited, which prolongs the game time, consumes more power for terminal devices, and increases the performance overhead of the server. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a game settlement control method, device and electronic device to shorten the game time, save power consumption of terminal devices, and performance overhead of servers.

[0004] In a first aspect, an embodiment of the present invention provides a settlement control method for a game, the method comprising: in response to the start of a game match, determining a game account participating in the game match, and a battle object pre-configured in the game account; wherein the game account comprises: a player's account and at least one enemy account; entering an effect selection phase of the game match, obtaining an effect selection instruction, and determining an effect object of the player's account based on the effect selection instruction; wherein the effect object comprises a gain object and / or a loss object; the gain object is used to: increase the combat capability of the battle object of the player's account in the combat phase, and the loss object is used to: reduce the combat capability of the battle object of the enemy account in the combat phase. The method comprises the steps of: determining a target enemy account from the enemy accounts, controlling the combat object of the own account and the combat object of the target enemy account to fight, and obtaining a combat settlement result; wherein the combat settlement result is determined based on the combat object of the own account, at least part of the effect object, and the combat object of the target enemy account; updating the character attribute value of the own account and / or the target enemy account based on the combat settlement result; in response to the character attribute value of the game account in the game game meeting a preset condition, controlling the game game to end, and generating a game settlement result of the game game based on the character attribute value of the game account.

[0005] In a second aspect, an embodiment of the present invention provides a settlement control device for a game, the device comprising: a game start module, for determining, in response to the start of a game game, a game account participating in the game game, and a battle object pre-configured in the game account; wherein the game account comprises: a friendly account and at least one enemy account; an effect selection module, for entering an effect selection phase of the game game, obtaining an effect selection instruction, and determining an effect object of the friendly account based on the effect selection instruction; wherein the effect object comprises a gain object and / or a loss object; a gain object is used to: increase the combat capability of the battle object of the friendly account in the combat phase, and a loss object is used to: reduce the combat capability of the battle object of the enemy account in the combat phase Combat capability; a combat module, used to enter the combat phase of a game match, determine a target enemy account from enemy accounts, control the combat object of our account and the combat object of the target enemy account to fight, and obtain a combat settlement result; wherein the combat settlement result is determined based on the combat object of our account, at least part of the effect object, and the combat object of the target enemy account; an attribute value updating module, used to update the character attribute values ​​of our account and / or the target enemy account based on the combat settlement result; a match settlement module, used to control the end of the game match in response to the character attribute values ​​of the game account in the game match meeting preset conditions, and generate a match settlement result of the game match based on the character attribute values ​​of the game account.

[0006] The embodiments of the present invention bring the following beneficial effects:

[0007] The settlement control method, device and electronic device of the above-mentioned game, in response to the start of a game match, determine the game accounts participating in the game match, and the battle objects pre-configured by the game accounts; wherein the game accounts include: our account and at least one enemy account; enter the effect selection phase of the game match, obtain the effect selection instruction, and determine the effect object of our account based on the effect selection instruction; enter the battle phase of the game match, determine the target enemy account from the enemy accounts, control the battle object of our account and the battle object of the target enemy account to fight, and obtain the battle settlement result; wherein the battle settlement result is determined based on the battle object of our account, at least part of the effect objects, and the battle object of the target enemy account; update the character attribute values ​​of our account and / or the target enemy account based on the battle settlement result; in response to the character attribute values ​​of the game accounts in the game match meeting the preset conditions, control the game match to end, and generate the game settlement result of the game match based on the character attribute values ​​of the game accounts.

[0008] In the above method, players can select battle objects and effect objects to participate in the game. The battle results are affected by the battle objects and effect objects. Players can play games by selecting or combining battle objects and selecting or combining effect objects, which enriches the game methods. Players have more game strategies to choose from, shortening the game time, saving power consumption of terminal devices, and performance overhead of servers.

[0009] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0010] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a game settlement control method provided by an embodiment of the present invention;

[0013] Figure 2 A schematic diagram of a battle object selection page provided by an embodiment of the present invention;

[0014] Figure 3 A schematic diagram of a selection page for an effect object provided by an embodiment of the present invention;

[0015] Figure 4 A schematic diagram of a page in a collective effect selection stage provided by an embodiment of the present invention;

[0016] Figure 5 A schematic diagram of an operation of controlling an effect object to enter an object scene provided by an embodiment of the present invention;

[0017] Figure 6 A schematic diagram showing effect objects with a specified association relationship provided by an embodiment of the present invention;

[0018] Figure 7 A schematic diagram of a battle object between a friendly account and a target enemy account provided by an embodiment of the present invention;

[0019] Figure 8 A schematic diagram of selecting and replacing a battle object provided by an embodiment of the present invention;

[0020] Fig. 9 A schematic diagram of a substitute combat object and a highlighted replaceable combat object provided by an embodiment of the present invention;

[0021] Fig.10 A schematic diagram of a substitute object entering an object scene provided by an embodiment of the present invention;

[0022] Fig.11 A schematic diagram of a game settlement control device provided by an embodiment of the present invention;

[0023] Fig.12 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0025] Taking into account that in the auto chess game in the related art, the game mode is relatively simple and the game strategies available to players are limited, which prolongs the game time, causes greater power consumption to the terminal device, and increases the performance overhead of the server. Based on this, a game settlement control method, device and electronic device provided in an embodiment of the present invention can be applied to the auto chess game.

[0026] In one embodiment of the present disclosure, the settlement control method of the game can be run on a local terminal device or a server. When the settlement control method of the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0027] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game settlement control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0028] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0029] In a possible implementation, an embodiment of the present invention provides a game settlement control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or a client device in the cloud interaction system mentioned above. The graphical user interface can display the game scene of the game, and can also display other pages in the game.

[0030] like Figure 1 As shown, the settlement control method of the game includes the following steps:

[0031] Step S102, in response to the initiation of the game match, determining the game account participating in the game match and the battle object pre-configured for the game account; wherein the game account includes: a friendly account and at least one enemy account;

[0032] The game accounts participating in the game match can select some game accounts from the game accounts waiting to participate in the game match in the game system as the game accounts participating in the game match; a game match is jointly participated by multiple game accounts; each game account belongs to a different game account, and each game account is controlled by a corresponding terminal device. When selecting game accounts participating in the game match from the game system, the selection can be made according to the role level of the game account, for example, game accounts with the same or similar role levels can be used as game accounts participating in the same game match.

[0033] In this embodiment, the game accounts in a game match include our account and at least one enemy account. For example, when a game match is participated by four game accounts, including our account and three enemy accounts, our account is in a hostile relationship with any enemy account, and the enemy accounts are in a hostile relationship with each other.

[0034] The pre-configured opponent of the game account can be the default opponent of the game account, or the opponent selected by the player through the terminal device before the game starts. Different game accounts can select configured opponents from the same set of opponents, and different game accounts can select the same opponent or different opponents. Different game accounts do not affect each other when selecting opponents.

[0035] In another way, an object set is set in the game account to which the game account belongs, and the objects in the object set can be objects obtained by the game account in the process of participating in the game in the past time, or objects cultivated by the game account through a preset cultivation method. The player can select a battle object from the object set.

[0036] The number of opponents can be a specified number, or can be determined based on the character level of the game account, the game attributes of the current game, etc.

[0037] Step S104, entering the effect selection phase of the game, obtaining an effect selection instruction, and determining the effect object of the own account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to increase the combat capability of the opponent of the own account in the combat phase, and the loss object is used to reduce the combat capability of the opponent of the enemy account in the combat phase;

[0038] The game includes an effect selection phase and a combat phase, which can be repeated multiple times until only one game account exists in the game. In each round, the effect selection phase is entered first.

[0039] The effect selection instruction can be generated by the terminal device that controls our account. For example, the game system provides the terminal device that controls our account with alternative effect objects, and the terminal device performs an effect selection operation to generate the effect selection instruction. The effect object selected by the effect selection operation is saved in the effect selection instruction.

[0040] After obtaining the effect selection instruction, the selected effect object can be determined as the effect object of our account. The number of effect objects can be determined according to the character level of our account or according to the game attributes of the game.

[0041] Similarly, the effect object of the enemy account can be determined in the same way. The effect selection instruction can be generated by the terminal device that controls the enemy account. For example, the game system provides alternative effect objects to the terminal device that controls the enemy account, and performs an effect selection operation through the terminal device, thereby generating an effect selection instruction. The effect object selected by the effect selection operation is saved in the effect selection instruction. After obtaining the effect selection instruction, the selected effect object can be determined as the effect object of the enemy account. The number of effect objects can be determined according to the character level of the enemy account, or according to the game attributes of the game.

[0042] When the above-mentioned effect objects include multiple ones, the multiple effect objects may include gain objects and suggestion objects at the same time, or the effect objects may only include gain objects or debuff objects; wherein, the gain object may increase the combat capability of the opponent of our account in the combat stage, such as increasing the attack capability, increasing the defense capability, etc.; the debuff object may reduce the combat capability of the opponent of the enemy account in the combat stage, for example, reducing the attack capability, reducing the defense capability, etc.

[0043] Similarly, among the effect objects of the enemy account, the gain object can increase the combat capability of the enemy account's combat object during the combat phase, and the debuff object can reduce the combat capability of our account's combat object during the combat phase.

[0044] Taking the gain object corresponding to our account as an example, the gain object may include an enhanced debuff object, a combo probability improvement object, a blood and qi recovery object, etc. Different gain objects improve the combat capability of our account in different ways. For example, the enhanced debuff object can increase the amount of reduction of the object attribute value of the enemy account's combat object when the combat object of our account attacks the combat object of the enemy account; for another example, the combo probability improvement object can increase the probability of the enemy account's combat object being hit continuously when the combat object of our account attacks the combat object of the enemy account; for another example, the blood and qi recovery object can reduce the amount of reduction of the object attribute value of the combat object of our account when the combat object of the enemy account is attacked by the combat object of the enemy account.

[0045] Step S106, entering the battle phase of the game, determining a target enemy account from the enemy accounts, controlling the battle object of the own account to fight with the battle object of the target enemy account, and obtaining a battle settlement result; wherein the battle settlement result is determined based on the battle object of the own account, at least part of the effect object, and the battle object of the target enemy account;

[0046] After the effect selection phase is over, the battle phase begins. In this embodiment, the game account does not directly participate in the battle, but the opponent participates in the battle. When there are multiple enemy accounts, a target enemy account can be determined, and the opponent of the target enemy account fights with the opponent of our account.

[0047] When the game game includes multiple rounds of combat phases, different target enemy accounts may be determined from enemy accounts in a preset order, or the target enemy accounts may be determined randomly.

[0048] In a turn-based game, the combat object of our account and the combat object of the target enemy account perform combat actions in turn. The execution order of our account and the target enemy account can be determined according to the character attribute values ​​of our account and the target enemy account, or the execution order can be determined randomly. When there are multiple combat objects of our account, the multiple combat objects perform combat actions on the combat object of the target enemy account in turn; similarly, when there are multiple combat objects of the enemy account, the multiple combat objects perform combat actions on the combat object of our account in turn.

[0049] When the combat object is attacked, the object attribute value of the combat object will decrease, and the object attribute value may be the health value, life value, etc. of the combat object. After the combat object of our account and the combat object of the enemy account respectively perform a specified number of combat actions, such as performing a combat action once respectively, the combat phase ends; or, the combat object of our account and the combat object of the enemy account may perform multiple combat actions until the object attribute value of the combat object of our account reaches a preset threshold value, such as zero, or the object attribute value of the combat object reaches a preset threshold value, or the combat object of our account and the combat object of the enemy account respectively reach the preset threshold value, and the combat phase ends.

[0050] The combat object may have designated object attributes, such as defense, attack power, combo rate, critical strike power, etc., and the attribute values ​​of designated object attributes of different combat objects may be different. Therefore, in the targeting process, it is necessary to refer to the attribute values ​​of the designated object attributes of the combat object of our account and the combat object of the target enemy account to determine the decrease in the object attribute value of the combat object, and then determine the combat settlement result.

[0051] For example, among the combat objects of our account, the defense of object A is 100, and the defense of object B is 80. When object A and object B are attacked by the combat objects of the target enemy account, the character attribute value of object A decreases by 10, while the character attribute value of object B decreases by 20. For another example, among the combat objects of our account, the attack power of object A is 100, and the attack power of object B is 80. When object A and object B attack the combat objects of the target enemy account, such as object C, when object A attacks object C, the character attribute value of object C decreases by 20, and when object B attacks object C, the character attribute value of object C decreases by 10.

[0052] In this embodiment, the battle settlement result also needs to refer to at least part of the aforementioned effect objects, which are the effect objects participating in the aforementioned battle stage; for example, if the effect object can improve the defense capability of the combat object of our account, when object A is attacked by the combat object of the target enemy account, the character attribute value of object A changes from a decrease of 10 to a decrease of 5, thereby increasing the defense capability of the combat object of our account.

[0053] For another example, if the effect object can improve the attack capability of the opponent of our account, when object A attacks object C, the character attribute value of object C changes from a decrease of 20 to a decrease of 30, thereby increasing the attack capability of the opponent of our account.

[0054] Similarly, when the target enemy account is configured with an effect object, the effect object will also enhance the combat capability of the target enemy account's opponent.

[0055] It should be noted that when our account includes multiple combat objects, the effect object of our account can have the effect of improving the combat capability of each combat object, and can also have the effect of improving the combat capability of some combat objects according to the positions of the effect object and the combat object in the game scene.

[0056] Step S108, updating the character attribute values ​​of our account and / or the target enemy account based on the battle settlement result;

[0057] The battle settlement result may specifically include the object attribute value of the combat object in our account and the object attribute value of the combat object in the target enemy account, or the battle settlement result may also include the number of combat objects in our account that are in a surviving state and the number of combat objects in the target enemy account that are in a surviving state; or the battle settlement result may also include determining whether our account wins, the target enemy account wins, or the two sides draw based on the object attribute value of the combat object in our account and the object attribute value of the combat object in the target enemy account.

[0058] Depending on the battle settlement results, you can update only the character attribute values ​​of your account, only the character attribute values ​​of the target enemy account, or both your account and the target enemy account.

[0059] In an example, if the battle settlement result indicates that our account wins, the character attribute value of the target enemy account can be reduced, such as by 10; if the battle settlement result indicates that the target character wins, the character attribute value of our account can be reduced, such as by 10; if the battle settlement result indicates a draw, the character attribute value of the target enemy account and the character attribute value of our account can be reduced at the same time, such as by 5 respectively.

[0060] Step S110, in response to the character attribute value of the game account in the game game meeting the preset condition, controlling the game game to end, and generating the game settlement result of the game game based on the character attribute value of the game account.

[0061] The preset condition is a control condition for controlling the end of the game. For example, the preset condition includes: only one game account has a character attribute value greater than zero in the game. During the game, the character attribute value of the game account continues to decrease, and the game account that has decreased to zero stops participating in the effect selection stage and the battle stage of the subsequent rounds. When only one game account has a character attribute value greater than zero in the game, the preset condition is met and the game ends.

[0062] If the preset condition is not met, the game continues and enters the effect selection phase and the battle phase of the next round. When the game ends, the game settlement result of the game is generated based on the character attribute values ​​of the game accounts. For example, based on the preset conditions, the game account with only one character attribute value greater than zero in the game is regarded as the winning game account of the game; or, the game end result includes the ranking of the game account, and the ranking of the game account is determined according to the character attribute value of the game account, or the order in which the character attribute value reaches zero.

[0063] The settlement control method of the above-mentioned game, in response to the start of a game match, determines the game accounts participating in the game match, and the battle objects pre-configured in the game accounts; wherein the game accounts include: our account and at least one enemy account; enters the effect selection phase of the game match, obtains the effect selection instruction, and determines the effect object of our account based on the effect selection instruction; enters the battle phase of the game match, determines the target enemy account from the enemy accounts, controls the battle object of our account and the battle object of the target enemy account to fight, and obtains the battle settlement result; wherein the battle settlement result is determined based on the battle object of our account, at least part of the effect objects, and the battle object of the target enemy account; updates the character attribute values ​​of our account and / or the target enemy account based on the battle settlement result; in response to the character attribute values ​​of the game accounts in the game match meeting the preset conditions, controls the game match to end, and generates the game settlement result of the game match based on the character attribute values ​​of the game accounts.

[0064] In the above method, players can select battle objects and effect objects to participate in the game. The battle results are affected by the battle objects and effect objects. Players can play games by selecting or combining battle objects and effect objects, which enriches the game methods. Players have more game strategies to choose from, shortening the game time, saving power consumption of terminal devices, and performance overhead of servers.

[0065] In a specific implementation method, in response to an object selection instruction, at least some of the training objects are selected from the training objects of our account as the battle objects configured for our account; wherein the training objects have specified object attributes, and the specified object attributes are determined based on the training status of the training objects; the battle objects inherit or partially inherit the specified object attributes within the game game.

[0066] In this embodiment, the combat object is a training object pre-trained by our object, and the training object can be, for example, a pet, elf, summoned spirit, etc. of our object. These training objects are saved in the game account corresponding to our account. The training object can have specified object attributes such as health value, magic value, object level, attack power, defense power, etc. These specified object attributes can be determined according to the training state such as the training time of the training object, the training consumption resources, the number of games the training object participates in, and the game results.

[0067] The combat object of our account is selected from the training objects of our account. Therefore, the combat object inherits or partially inherits the designated object attributes of the training object. For example, the health value of training object A is 200, the defense power is 100, and the attack power is 500. Then, when training object A participates in the combat stage, the health value is 200, the defense power is 100, and the attack power is 500. These designated object attributes affect the combat ability of the combat object. For example, the higher the health value, the longer the survival time of the combat object in the combat stage; the higher the defense power, the stronger the combat object's ability to defend against attacks; the higher the attack power, the stronger the combat object's attack ability.

[0068] It is understandable that, for an enemy account, a battle target of the enemy account is also selected from the cultivation targets of the enemy account.

[0069] Specifically, based on the character level of our account, the number of objects of the battle objects that can be configured for our account is determined. For example, when the character level is low, the number of objects of the battle objects that can be configured for our account is small, and when the character level is high, the number of objects of the battle objects that can be configured for our account is large. The correspondence between the character level and the number of objects of the battle objects that can be configured for our account can be pre-set, and the number of objects of the battle objects that can be configured for our account is determined according to the character level of our account. It should be noted that the character level of the game accounts participating in the same game game usually requires the same number of objects of the corresponding configurable battle objects. Therefore, when matching game accounts, it is also necessary to refer to the character level.

[0070] In this way, the opponents of different players are determined according to the training status of the players. Therefore, the opponents are highly personalized. On the one hand, the training object resources of the players can be fully utilized, and on the other hand, the types of opponents can be enriched to avoid multiple players using homogeneous and single-type opponents, thereby improving the diversity and richness of the opponents. Players can make game decisions based on their own opponents, enriching the game methods.

[0071] In addition, since the training object is an object carefully trained by the player, through the method of this embodiment, the player can display and compete with the training object in the battle, thereby increasing the player's interest in the training object and improving the resource utilization rate of the training object.

[0072] Specifically, it is determined that the game game includes multiple game battlefields, and for each game battlefield, an object selection instruction corresponding to the game battlefield is obtained, and at least some of the cultivated objects are selected from the cultivated objects in our account as the combat objects corresponding to the game battlefield; wherein, during the battle stage of the game game, the combat objects enter the corresponding game battlefield to participate in the battle.

[0073] like Figure 2In the example, two battle fields are taken as examples, and the battle object corresponding to each battle field can be selected respectively; for example, battle field 1 includes object 1, object 2, and object 3, then in the battle stage, object 1, object 2, and object 3 are located in battle field 1, and fight with the battle object of the enemy account located in battle field 1. For another example, battle field 2 includes object 4, object 5, and object 6, then in the battle stage, object 4, object 5, and object 6 are located in battle field 2, and fight with the battle object of the enemy account located in battle field 2.

[0074] Usually, different game battlefields correspond to different combat objects, that is, one combat object participates in one game battlefield.

[0075] exist Figure 2 In the example, by triggering the display position of one of the opponents in the game battlefield, a training list can be displayed, which provides the training objects of our account. By executing the object selection operation, the aforementioned object selection instruction can be generated to select the opponent.

[0076] In the training list, the training object's object information such as the object avatar, object name, object level, etc. is displayed, and a battle control or a change control is also displayed. For the first training object, the training object target is not selected as a battle object, so the training object is associated with a battle control, and by triggering the battle control, it can be used as a battle object in one of the game battlefields.

[0077] For the third training object, the training object has been selected as the opponent of the game battlefield 1, so the "battlefield 1" logo is displayed in association to prompt the player that the training object has been selected as the opponent of the game battlefield 1, and the training object is associated with the display of a change control; by triggering the change control, the opponent can be deselected.

[0078] Specifically, the number of battlefields included in the game match is determined based on the character level of our account. For example, when the character level is low, the number of battlefields in the game match is small, and when the character level is high, the number of battlefields in the game match is large. The correspondence between the character level and the number of battlefields can be preset, and the number of battlefields can be determined based on the character level of our account. It should be noted that the character levels of game accounts participating in the same game match usually need to correspond to the same number of battlefields. Therefore, the character level also needs to be referred to when matching game accounts. Figure 2 In the example, the character level of our account corresponds to the number of two battlefields.

[0079] Based on the character level of our account, determine the number of configurable opponents in the game battlefield. For example, when the character level is low, the number of configurable opponents in the game battlefield is small, and when the character level is high, the number of configurable opponents in the game battlefield is large. The correspondence between the character level and the number of configurable opponents in the game battlefield can be preset, and the number of configurable opponents in the game battlefield can be determined according to the character level of our account. It should be noted that the character level of the game accounts participating in the same game usually requires the same number of configurable opponents in the corresponding game battlefield. Therefore, the character level also needs to be referred to when matching game accounts. Figure 2 In the example, the character level of our account corresponds to the number of configurable opponents in the battlefield, which is three.

[0080] In actual implementation, the character level, the number of battlefields, and the number of configurable combat objects for each battlefield can be pre-set. For example, the character level is 1-10, the number of battlefields is 2, and the number of configurable combat objects for each battlefield is 3; the character level is 11-20, the number of battlefields is 3, and the number of configurable combat objects for each battlefield is 3; the character level is 21-30, the number of battlefields is 3, and the number of configurable combat objects for each battlefield is 4.

[0081] Furthermore, in response to the role matching instruction, a specified number of enemy accounts are determined from the game accounts to be matched; wherein the enemy accounts are pre-configured with battle objects; and our account and the enemy account are determined as game accounts participating in the game match.

[0082] The role matching instruction can be generated by the role matching control, for example, Figure 2 In the game, after the opponent of each battlefield is determined, the start matching control is triggered to generate a role matching instruction. A game match has a preset number of roles for the game account. If the number of roles is 4, three enemy accounts need to be determined. The aforementioned game account to be matched can be understood as the game account that generates the role matching instruction.

[0083] Before generating a role matching instruction, the enemy account also selects a battle partner. For our account, our account and a specified number of enemy accounts constitute the game accounts participating in the game match. In the game server, each game account that generates a role matching instruction is matched, and game accounts with the same or similar role levels are matched to the same game match according to the role level of the game account.

[0084] In another implementation, before the game starts, alternative effect types are provided to the terminal device that controls our account; wherein the alternative effect types are used to determine the type of effect object determined in the effect selection phase.

[0085] The alternative effect types may include chain kill gain, defense gain, ultimate kill gain, etc.; the alternative effect type can be displayed in Figure 2 In the page, that is, when selecting a battle object, alternative effect types are provided. Players can refer to the alternative effect types and select the training object with a higher matching degree between the specified object attributes and the alternative effect type as the battle object. The alternative effect type usually includes multiple types. In the subsequent battle stage, the type of the effect object belongs to all or part of the alternative effect types.

[0086] Further, in response to the initiation of the game match, a target effect type is determined from the candidate effect types; wherein the target effect type is used to: determine the type of the effect object determined in the effect selection phase.

[0087] When a game match is started, for example, after the game accounts of the game match are successfully matched, a page for determining the target effect type may be displayed, and the target effect type may be displayed on the page. Specifically, some of the candidate effect types may be randomly determined from the candidate effect types as the target effect type, or the target effect type may be determined according to a preset rule or according to the specified object attributes of the battle object of each game account in the game match.

[0088] For example, there are six candidate effect types, and four candidate effect types are randomly selected from the six candidate effect types as target effect types. After the target effect type is determined, in the subsequent effect selection stage, the object type of the effect object belongs to at least one type of the target effect type.

[0089] The following embodiments illustrate the specific implementation of the effect selection stage.

[0090] Entering the effect selection phase of the game, providing alternative effect objects to the terminal device that controls our account; wherein the type of the alternative effect objects belongs to a predetermined target effect type; responding to an effect selection instruction for the alternative effect objects, determining the selected alternative effect object as the effect object of our account.

[0091] For example, after determining the target effect type, the effect selection stage can be automatically entered. Figure 3 In the example, four alternative effect objects are provided, which can be effect objects randomly determined from the aforementioned target effect types. A selection operation can be performed on the alternative effect objects to generate an effect selection instruction, and the selected alternative effect object is the effect object of our account.

[0092] like Figure 3In the game, four alternative effect objects are provided, and players are prompted to select two effect objects. After selecting two alternative effect objects, the confirmation control is triggered, and the selected alternative effect objects can be used as the effect objects for confirming our account. Of course, you can also select only one effect object or not select any effect object.

[0093] Each buff selection object provides information such as object name, object function, object ID, and object details. Taking the first alternative effect object as an example, the object name is "Stronger Debuff", the object function is "Additional Damage", and the object details are "Increase the damage result by 100%". If the alternative effect object is selected and participates in the battle phase, then when the combat object of our account attacks the combat object of the enemy account, the alternative effect object can increase the reduction of the object attribute value of the combat object of the enemy account.

[0094] In one method, the alternative effect objects provided to the terminal device controlling our account only respond to the effect selection instruction generated by the terminal device controlling our account. In this method, the game accounts in the same game match select effect objects to complement each other, and the alternative effect objects provided to different game accounts can be the same or different, but the alternative effect objects provided to different game accounts usually belong to the aforementioned target effect type.

[0095] The alternative effect object provided to the terminal device of our account only responds to the effect selection instruction generated by the terminal device of our account and is not affected by the effect selection instruction generated by the terminal device of other enemy accounts.

[0096] In another method, alternative effect objects are provided to our account and at least one enemy account; in response to a first effect selection instruction generated by a terminal device that controls our account, the selected first alternative effect object is determined as the effect object of our account; information that the first alternative effect object has been selected is sent to the terminal device that controls the enemy account; wherein the first alternative effect object does not respond to a second effect selection instruction generated by the terminal device that controls the enemy account.

[0097] In this method, the same set of candidate effect objects is provided to multiple game accounts in the same game match, and multiple game accounts select effect objects from the set of candidate effect objects. If the terminal device of our account first generates the first effect selection instruction, the selected candidate effect object can no longer be selected by the terminal device of the enemy account.

[0098] After sending the information that the first alternative effect object has been selected to the terminal device that controls the enemy account, the first alternative effect object can be set to an unselectable state on the terminal device of the enemy account, such as being displayed in gray, indicating that the terminal device that controls the enemy account can no longer select the first alternative effect object.

[0099] Furthermore, in response to the second effect selection instruction generated by the terminal device that controls the enemy account, the selected second alternative effect object is determined as the effect object of the enemy account; the information that the second alternative effect object has been selected is sent to the terminal device that controls our account; wherein the second alternative effect object does not respond to the first effect selection instruction generated by the terminal device that controls our account.

[0100] If the terminal device of the enemy account generates the second effect selection instruction first, the selected alternative effect object can no longer be selected by the terminal device of our account. After sending the information that the second alternative effect object has been selected to the terminal device that controls our account, the second alternative effect object can be set to an unselectable state on the terminal device of our account, such as grayed out, indicating that the terminal device that controls our account can no longer select the second alternative effect object.

[0101] In another implementation, alternative effect objects are provided to our account and at least one enemy account; effect selection authority is provided to our account or the enemy account respectively in a preset order; in response to our account having effect selection authority, selection authority for currently unselected alternative effect objects is provided to the terminal device controlling our account; in response to a first effect selection instruction generated by the terminal device controlling our account, the selected first alternative effect object is determined as the effect object of our account.

[0102] The preset order may be a random order, or may be determined according to the role level, role attribute value, etc. of the game account. Specifically, the preset order may be determined based on the role attribute value of the friendly account and at least one enemy account. For example, the higher the role attribute value, the higher the order. The aforementioned first effect selection instruction may be generated by executing a selection operation acting on the candidate effect object.

[0103] First, the effect selection permission is provided to the game account ranked first. The game account can select any candidate effect object as the effect object of the game account. For our account, if our account is the game account ranked first, all the candidate effect objects are the candidate effect objects that are not currently selected, and any candidate effect object can be selected as the effect object of our account. Figure 4 In the page, the number of selected effect objects can be displayed, such as 1, then our account can select any alternative effect object as the effect object of our account.

[0104] If our account is not the first ranked game account, we need to exclude the alternative effect objects that have been selected by other game accounts from all the alternative effect objects, and select the effect objects of our account from the currently unselected alternative effect objects.

[0105] exist Figure 4 In the process, each game account is provided with effect selection authority in turn, and the duration of the effect selection authority has a preset maximum duration, and the effect object is selected within the maximum duration. Figure 4 In the example, game account 1 has the effect selection permission, and the message "selecting" is displayed, while other game accounts do not have the effect selection permission, and the message "waiting" is displayed.

[0106] It should be noted that Figure 3 and Figure 4 Select stages for different effects, Figure 3 It can be understood as a character's personal choice gain. Figure 4 It can be understood as collective selection gain. In a game, there are usually multiple battle phases. Before each battle phase, there is an effect selection phase. The effect selection phase can be determined according to the progress of the game. Figure 3 The effect selection stage shown, or provide Figure 4 The effect selection stage is shown.

[0107] Entering the effect selection phase of the game match, determining the round to which the effect selection phase belongs; the game match includes multiple rounds, each round including an effect selection phase and a combat phase; among the multiple rounds, some rounds belong to specified round types, in the effect selection phase of the specified round type, the game objects select effect objects from the same group of candidate effect objects, in the effect selection phase of the non-specified round type, the candidate effect objects corresponding to different game objects are independent of each other, and do not affect each other when selecting effect objects.

[0108] Specifically, it is determined that the type of the round does not belong to the specified round type, and an alternative effect object is provided to the terminal device that controls our account; wherein the alternative effect object only responds to the effect selection instruction generated by the terminal device that controls our account;

[0109] To determine whether the round type belongs to the specified round type, perform the following steps:

[0110] Providing alternative effect objects to our account and at least one enemy account; responding to a first effect selection instruction generated by a terminal device controlling our account, determining the selected first alternative effect object as the effect object of our account; sending information that the first alternative effect object has been selected to the terminal device controlling the enemy account; wherein the first alternative effect object does not respond to a second effect selection instruction generated by the terminal device controlling the enemy account. Responding to a second effect selection instruction generated by a terminal device controlling the enemy account, determining the selected second alternative effect object as the effect object of the enemy account; sending information that the second alternative effect object has been selected to the terminal device controlling our account; wherein the second alternative effect object does not respond to the first effect selection instruction generated by the terminal device controlling our account. Provide alternative effect objects to our account and at least one enemy account; provide effect selection authority to our account or enemy account respectively in a preset order; in response to our account having effect selection authority, provide selection authority of currently unselected alternative effect objects to the terminal device controlling our account; in response to the first effect selection instruction generated by the terminal device controlling our account, determine the selected first alternative effect object as the effect object of our account. Determine the preset order based on the role attribute values ​​of our account and at least one enemy account.

[0111] Among multiple rounds of a game match, the rounds that belong to the specified round type are determined in the following manner: in one manner, in the historical rounds before the round that belongs to the specified round type, there is at least one round that does not belong to the specified round type; that is, the game match will only have a round of the specified round type after experiencing at least one round that does not belong to the specified round type, for example, after every three rounds that do not belong to the specified round type, a round that belongs to the specified round type appears.

[0112] In another way, when a designated game event has been triggered, the type of the round belongs to the designated round type. The designated game event may include: a character attribute value of at least one game character reaches a preset attribute threshold, a game account leaves the game match, etc. When the designated game event is triggered, the next round after the designated game event is triggered can be determined as a round belonging to the designated round type.

[0113] After determining the effect object, control the battle object of our account to enter the game scene; respond to the first control instruction for the effect object, control at least part of the effect objects to enter the game scene; wherein, the effect object entering the game scene is used to increase the combat capability of the battle object.

[0114] The first control instruction can be used to control all or part of the effect objects to enter the game scene, or the effect objects can be selected not to enter the game scene. For example, the effect objects can be displayed in a window of a graphical user interface, and the aforementioned first control instruction can be generated by performing a selection operation on the effect objects, thereby controlling which effect objects enter the game scene, and also controlling the position of the effect objects in the game scene. It should be noted that only the effect objects that enter the game scene can increase the combat capability of the battle object.

[0115] Furthermore, it is determined that the game game includes multiple game battlefields, and multiple game battlefields are provided in the game scene; wherein the game battlefields are preset with corresponding battle objects; and the battle objects that control our account enter the corresponding game battlefields respectively.

[0116] Figure 5 In the example, the game scene includes two game battlefields. Each object battlefield contains some of the game objects of our account. The corresponding relationship between the game objects and the game battlefields has been determined when selecting the game objects. For example, Figure 2 In the example, when selecting a battle object, the correspondence between the battle object and the game battlefield determines Figure 5 The battlefield where the opponent is located.

[0117] The above-mentioned game game includes multiple game battlefields; in response to a first control instruction for an effect object, a target effect object is determined from the effect objects of our account, and a target game battlefield is determined from multiple game battlefields; and the target effect object is controlled to enter the target game battlefield.

[0118] After determining the effect object of our account, the effect object can be displayed in the effect warehouse of the graphical user interface, and the first control instruction can be used to control which game battlefield the effect object enters. The first control instruction can be generated by a sliding operation acting on the effect object, and a placement position of the effect object is provided in each game battlefield. A sliding operation starting from the effect object is performed, and a sliding release operation of a battlefield area of ​​one of the game battlefields, i.e., the target game battlefield, can control the effect object to enter the target game battlefield. Figure 5 In the example, for the effect object "Stronger Gain", the effect object is controlled to enter battlefield 2 through the moving trajectory of the sliding operation shown by the dotted arrow.

[0119] In another way, you can click on one of the effect objects, and then click on any idle placement position of the effect object in any game battlefield, you can control the effect object to enter the game battlefield, and place it at the clicked placement position.

[0120] Furthermore, in response to the existence of effect objects with a specified association relationship in the same game battlefield, the effect objects with the specified association relationship are displayed in a specified display format on the terminal device that controls our account.

[0121] The designated association relationship can be preset, for example, the designated association relationship can be of the same effect type, the same effect object, etc. When there is an effect object with a designated association relationship in the same game battlefield, the effect object can further amplify the effect of improving the combat capability of the combat object. For example, if the effect object can increase the defense capability of the combat object by 50%, when there is an effect object with a designated association relationship, the effect object can increase the defense capability of the combat object by 60%.

[0122] The aforementioned specified display format may be luminous display, highlighted display, connected display, etc. Figure 6 In the example, the effect object connection line with the specified association relationship is displayed, indicating that the effect object of the connection line has the specified association relationship.

[0123] Furthermore, an effect selection completion instruction generated by a terminal device that controls our account is received; in response to receiving the effect selection completion instruction corresponding to each game account in the game game, control is provided to enter the battle phase of the game game.

[0124] The above effect selection completion instruction can be generated by triggering the gain selection completion control. When each game account generates the effect selection completion instruction, it means that each game account has selected and completed the effect object, and the battle stage is entered at this time.

[0125] First, a target enemy account is randomly determined from enemy accounts; or, based on the round in which our account and the enemy account enter the battle phase in the game, the target enemy account is determined from enemy accounts.

[0126] In a battle phase, our account only fights with some enemy accounts. For example, the target enemy account can be one of the enemy accounts. When there are four game accounts, the four game accounts need to be divided into two groups for battle. For our account, the enemy account in the same group as our account is the target enemy account.

[0127] The target enemy account may be determined randomly, that is, the game accounts are randomly grouped, or the target enemy account may be determined from the enemy accounts according to the rounds in which our account and the enemy account enter the battle stage in the game; for example, the rounds in which our account and each enemy account enter the battle stage are counted, and the enemy account with the smallest round or the largest round is used as the target enemy account.

[0128] A game usually includes multiple rounds of combat phases. To ensure the fairness of the game, our account tends to enter at least one combat phase with each enemy account. Based on this, the number of rounds in which our account and each enemy account enter the combat phase is counted, and the enemy account with the smallest number of rounds is taken as the target enemy account.

[0129] like Figure 7 In the game, after the target enemy account is determined, the target enemy account's opponent enters the game scene. When the game scene includes multiple game battlefields, the target enemy account's opponent is distributed in each game battlefield. At the same time, the target enemy character corresponding to the target game account and the player character corresponding to the player account are also located in the game scene. Among them, six objects, object 7 to object 11, are the target enemy account's opponent, and gain 3 and gain 4 are the effect objects of the target enemy account.

[0130] In response to a first combat object of the friendly account being attacked by a second combat object of the target enemy account, an object attribute value of the first combat object is updated based on a designated object attribute of the first combat object, an effect attribute of the effect object, and a designated object attribute of the second combat object.

[0131] When the first combat object is attacked by the second combat object, the object attribute value of the first combat object will decrease, and the decrease in the object attribute value is affected by the designated object attribute of the first combat object, the effect attribute of the effect object, and the designated object attribute of the second combat object. Among them, the designated object attribute of the first combat object can be the defense capability of the first combat object, and the designated object attribute of the second combat object can be the attack capability of the second combat object. The effect attribute of the effect object can include the object effect and the effect parameter of the effect object. For example, if the object effect is to increase the defense capability and the effect parameter is to increase by 10%, then when the first combat object is attacked by the second combat object, the decrease in the object attribute value of the first combat object is reduced by 10%; if the object effect is to increase the attack power, then when the first combat object is attacked by the second combat object, the effect object has no effect on the decrease in the object attribute value.

[0132] Specifically, based on the designated object attributes of the first combat object and the designated object attributes of the second combat object, the first attribute change value of the first combat object is determined; the effect attribute of the effect object is determined to increase the defense capability, and a second attribute change value is generated based on the first attribute change value; wherein the second attribute change value is less than the first attribute change value; and the object attribute value of the first combat object is controlled to reduce the second attribute change value.

[0133] For example, based on the designated object attributes of the first combat object and the designated object attributes of the second combat object, the first attribute change value of the first combat object is determined to be 50. When the effect attribute of the effect object is to increase the defense capability, which can reduce the amount of reduction in the object attribute value of the first combat object, the second attribute change value is 40, and the object attribute value of the first combat object is reduced by 40. As a result, the effect object assists the first combat object in reducing a smaller object attribute value, thereby extending the combat time of the first combat object.

[0134] In another way, in response to the third combat object of our account attacking the fourth combat object of the target enemy account, the object attribute value of the fourth combat object is updated based on the designated object attribute of the third combat object, the effect attribute of the effect object and the designated object attribute of the fourth combat object.

[0135] When the third combat object attacks the fourth combat object, the object attribute value of the fourth combat object will decrease, and the decrease in the object attribute value is affected by the designated object attribute of the third combat object, the effect attribute of the effect object, and the designated object attribute of the fourth combat object. Among them, the designated object attribute of the third combat object can be specifically the attack capability of the third combat object, and the designated object attribute of the fourth combat object can be specifically the defense capability of the second combat object. The effect attribute of the effect object can include the object effect and the effect parameter of the effect object. For example, if the object effect is to increase the attack capability and the effect parameter is to increase by 10%, then when the third combat object attacks the fourth combat object, the decrease in the object attribute value of the fourth combat object increases by 10%; if the object effect is to enhance the defense capability, then when the third combat object attacks the fourth combat object, the effect object has no effect on the decrease in the object attribute value.

[0136] Specifically, based on the designated object attributes of the third combat object and the designated object attributes of the fourth combat object, the third attribute change value of the fourth combat object is determined; the effect attribute of the effect object is determined to increase the attack capability, and a fourth attribute change value is generated based on the third attribute change value; wherein the fourth attribute change value is greater than the third attribute change value; and the object attribute value of the fourth combat object is controlled to reduce the fourth attribute change value.

[0137] For example, based on the designated object attributes of the third combat object and the designated object attributes of the fourth combat object, the first attribute change value of the fourth combat object is determined to be 50. When the effect attribute of the effect object is to increase the attack capability, the reduction amount of the object attribute value of the third combat object can be increased. Then, the second attribute change value is 60, and the object attribute value of the fourth combat object is reduced by 60. Thus, the effect object assists the third combat object to increase the reduction amount of the object attribute value of the fourth combat object and shortens the combat time of the fourth combat object.

[0138] During the battle, the object attribute value of each battle object can be displayed in real time, and the object attribute value can be in the form of a number or a progress bar.

[0139] During the battle phase, the battle object of our account and the battle object of the target enemy account are controlled to fight; in response to the battle object of our account and / or the battle object of the target enemy account all entering the death state, the battle is determined to be over and the battle settlement result is generated.

[0140] If all opponents of at least one of our account and the target enemy account are killed, the battle ends and the battle settlement result is generated; of course, the opponents of both our account and the target enemy account may all die at the same time. At this time, the battle is also determined to be over and the battle settlement result is generated.

[0141] When all the opponents of our account enter the death state, and at least one opponent of the target enemy account does not enter the death state, the battle settlement result includes the victory of the target enemy account; when at least one opponent of our account does not enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes the victory of our account; when all the opponents of our account enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes a draw for both parties.

[0142] In another method, it is determined that the game game includes multiple game battlefields, and the opponents of our account and the opponents of the target enemy account in the game battlefields are controlled respectively to fight according to the arrangement order of the multiple game battlefields, to obtain the battle settlement result of the game battlefields; based on the battle settlement result of the game battlefields, the battle settlement result of the battle stage is determined.

[0143] When a game includes multiple battlefields, the multiple battlefields are fought one by one, such as Figure 7 There are two battlefields, Battlefield 1 and Battlefield 2. You can control Battlefield 1 first and then Battlefield 2, or you can control Battlefield 2 first and then Battlefield 1. In each battlefield, you first control the opponent of one of your account and the target enemy account to perform an attack action, and then control the opponent of the other party to perform an attack action.

[0144] After the battle of each battle field ends, that is, all the opponents of our account or the target enemy account in the battle field are killed, the battle settlement result of the battle field is obtained. After the battle of all battle fields ends, the battle settlement result of the battle stage of the round is obtained.

[0145] Specifically, the first number of times our account wins and the second number of times the target enemy account wins in the battle settlement results of the game battlefield are counted; when the first number is greater than the second number, it is determined that our account wins in the battle stage; when the first number is less than the second number, it is determined that the target enemy account wins in the battle stage; when the first number is equal to the second number, it is determined that the two sides are tied in the battle stage.

[0146] In one example, the game battlefield includes two times. The first time our account wins is 2 times, and the second time the target enemy account wins is 0 times. In this case, our account wins; the first time our account wins is 1 time, and the second time the target enemy account wins is 1 time. In this case, the two sides are tied; the first time our account wins is 0 times, and the second time the target enemy account wins is 2 times. In this case, the target enemy account wins.

[0147] In another example, the game battlefield includes three times. The first time our account wins is 2 times, and the second time the target enemy account wins is 1 time. In this case, our account wins; the first time our account wins is 1 time, and the second time the target enemy account wins is 2 times. In this case, the target enemy account wins.

[0148] By setting up multiple battlefields, you can fight in multiple battlefields during one round of combat, which improves settlement efficiency, makes the battle rhythm more rapid, shortens the game length, and saves game resources.

[0149] After determining that the game game includes multiple game battlefields, determine the current game battlefield where the battle will be carried out according to the arrangement order of the multiple game battlefields; on the terminal device corresponding to the game account, enlarge and display the scene screen including the current game battlefield.

[0150] Before the battle begins on a battlefield, such as in the effect selection stage, in order to facilitate player operations, such as placing effect objects on each battlefield, the scene screen displays multiple battlefields at the same time. Each battlefield occupies a smaller area in the scene screen. The virtual camera in the game scene shoots the game scene from a farther position, obtaining a panoramic scene screen that displays multiple battlefields at the same time.

[0151] When a battle begins in a battle field, players do not need to perform any operations during the battle phase, and can just watch the battle. In order to improve the player's viewing experience, the battle process of each battle field is clearly displayed to the player, and the scene screen containing the current battle field is enlarged and displayed. For example, after determining the current battle field, the virtual camera approaches the current battle field, thereby obtaining an enlarged display of the scene screen of the current battle field, in which the current battle field occupies a larger area, and other battle fields are not displayed or are not fully displayed.

[0152] Furthermore, in response to the end of the battle in the current game battlefield, the current game battlefield where the next battle will be fought is determined; the virtual camera in the object scene is controlled to move so as to enlarge and display the scene screen including the current game battlefield where the next battle will be fought on the terminal device corresponding to the game account.

[0153] During the battle phase, battles are fought in turn in the battle arena. After the battle in the current battle is over, the virtual camera needs to move to a position close to the current battle arena where the next battle will be fought, so as to zoom in and display the scene screen containing the current battle arena where the next battle will be fought. The virtual camera needs to move once each time the current battle arena is changed.

[0154] Further, in response to the end of the battle of the last game battlefield, on the terminal device corresponding to the game account, the scene screen is reduced so that the scene screen includes multiple game battlefields. After the battle of the last game battlefield ends, the virtual camera can be controlled to move away from the game scene, so that the scene screen in a panoramic form of multiple game battlefields is displayed again.

[0155] When fighting in each battle field, the graphical user interface can zoom in on the battle field, and only display the battle field currently being fought in the scene screen, while other battle fields are no longer displayed or partially displayed, thereby providing a better perspective and improving the player's immersion in watching the battle. When the battle in the battle field ends, the graphical user interface can be reduced to display a panoramic picture of the battle scene, which is convenient for the player's subsequent operations.

[0156] When the battle phase of the round is over, the character attribute values ​​of our account and the target enemy account need to be settled. Specifically, when the game includes multiple battle fields, and our account or the target enemy account wins during the battle phase, the character attribute values ​​of our account are updated based on the round to which the battle phase belongs in the game, the number of remaining battle characters in the battle field where the target enemy account wins, and the number of battle fields where our account loses;

[0157] In the case of a non-draw, that is, our account or the target enemy account wins, the character attribute values ​​of our account are affected by the round to which the battle phase belongs in the game, the number of remaining combat characters in the battle battlefield where the target enemy account wins, and the number of battle battlefields in which our account loses; in one method, the reduction in the character attribute values ​​of our account = (the round to which the battle phase belongs in the game + the number of remaining combat characters in the battle battlefield where the target enemy account wins) * the number of battle battlefields in which our account loses.

[0158] Based on the round to which the battle phase belongs in the game, the number of remaining combat characters in the battle field where our account wins, and the number of battle fields in which the target enemy account loses, the character attribute values ​​of the target enemy account are updated.

[0159] Similarly, in a non-draw situation, the character attribute values ​​of the enemy account are affected by the round to which the battle phase belongs in the game, the number of remaining combat characters in the battle battlefield where our account wins, and the number of battle battlefields in which the target enemy account loses; in one way, the reduction in the character attribute values ​​of the enemy account = (the round to which the battle phase belongs in the game + the number of remaining combat characters in the battle battlefield where our account wins) * the number of battle battlefields in which the target enemy account loses.

[0160] Determine that the two sides are tied in the battle phase, and update the character attribute values ​​of the player's account and the target enemy account based on the round to which the battle phase belongs in the game. In the case of a tie, the reduction in the character attribute value of the player's account = the round to which the battle phase belongs in the game; the reduction in the character attribute value of the target enemy account = the round to which the battle phase belongs in the game.

[0161] Furthermore, in response to a character attribute value of a first game account in a game game being lower than or equal to a preset threshold, the first game account is controlled to leave the game game; wherein, the first game account is a friendly account or an enemy account; based on the order in which the first game account leaves the game game, a game settlement result of the first game account for the game game is determined.

[0162] After the battle phase, the character attribute values ​​will be updated, such as decreasing continuously. After each battle phase, if the character attribute value of the first game account is lower than or equal to the preset threshold, the first game account will be eliminated from the game match and will no longer participate in the subsequent effect selection phase and battle phase. The preset threshold can be, for example, zero or other values.

[0163] The first game account can be a friendly account or any enemy account, and the eliminated game account is the first game account. In this embodiment, the game ending result of the game account is determined according to the order of leaving the game game. For example, the first game account to leave the game game is the last one in the game game, and the last game account to stay in the game game is the first one in the game game.

[0164] Specifically, in response to the fact that only the last game account in the game has a character attribute value higher than a preset threshold, the game is controlled to end, and the game settlement result is determined to be the last game account winning. That is, when there is only one game account in the game, the game ends, and the game account is the first in the game.

[0165] In response to the character attribute value of the game account in the game game not satisfying the preset condition, the effect selection phase and the combat phase of the next round are continued to proceed until the character attribute value of the game account in the game game satisfies the preset condition.

[0166] The preset condition is a condition for controlling whether the game game ends, and the preset condition includes: there is only one game account in the game game whose character attribute value is higher than the preset threshold. When the preset condition is not met, the game game continues and enters the effect selection phase and the battle phase of the next round. The implementation method of the effect selection phase and the battle phase of the next round can refer to the above embodiment and will not be repeated here. When the battle phase of a certain round ends, the above preset condition is met and the game game ends.

[0167] In the game match, in addition to the effect selection phase and the battle phase, an object replacement phase may also be included. In response to entering the object replacement phase of the game match, an object replacement instruction is obtained, and based on the object replacement instruction, a first combat object and a substitute combat object among combat objects of the account of the party are determined; the first combat object is replaced with the substitute combat object to control the substitute combat object to participate in the subsequent battle phase.

[0168] The object replacement instruction can be generated by an object replacement operation. The object replacement operation selects a first combat object on the one hand, which is the combat object to be replaced, and selects a substitute combat object on the other hand. After the object replacement instruction is generated, the first combat object is replaced by the substitute combat object. The substitute combat object participates in subsequent combat stages, and the first combat object no longer participates in subsequent combat stages.

[0169] One or more of the aforementioned object replacement instructions may be generated, and each object replacement instruction may replace one combat object.

[0170] Specifically, in response to entering the object replacement phase of the game, the remaining training objects are provided to the terminal device that controls our account; wherein the remaining training objects include: training objects in our account that are not used as combat objects of our account; in response to the object replacement instruction, substitute combat objects are determined from the remaining training objects.

[0171] When entering the object replacement phase, such as Figure 8 As shown, the remaining training objects of our account can be displayed in a list, that is, the training objects that have not been selected as the opponents of our account before the game starts. Each remaining training object is associated with a display substitute control, and the selection of a substitute opponent is controlled by triggering the substitute control.

[0172] like Fig. 9In the game, after selecting the substitute opponent, the substitute opponent will be displayed in the game scene, and the opponent that can be replaced in the game scene will be highlighted. Fig. 9 Objects 1 to 6 can all be replaced. Select one of the battle objects, such as object 1, and then object 1 will be deleted from the game scene and replaced by a substitute battle object. Fig.10 , the substitute opponent is object a, and object a is located at the position where object 1 was originally located.

[0173] If multiple combat objects can be replaced, after one combat object is replaced, the remaining training objects can continue to be displayed, and the substitute combat object and the first combat object can be selected in the above manner to achieve object replacement. Of course, the player can also choose not to replace the combat object. After the remaining training objects are displayed, the remaining training objects can be closed and the combat object in the game scene will not be replaced.

[0174] It should be noted that the aforementioned object replacement phase can be implemented before the combat phase of a specified round, for example, an object replacement round can be performed before the combat phase of the 5th round, and an object replacement round can be performed before the combat phase of the 10th round.

[0175] In the above method, by replacing the battle objects, the player's use of more training objects is expanded.

[0176] The game settlement control method provided in this embodiment realizes the bringing of the player's training object into the game match, and different players have different opponents, thus achieving a different way of playing auto chess. By setting up multiple battle battlefields, convenient and effective operation logic and multi-layer and rich information levels are realized, making the player's experience in the game more smooth.

[0177] Corresponding to the above method embodiment, see Fig.11 A schematic diagram of a settlement control device for a game shown in FIG. 1 , the device comprising:

[0178] The game initiation module 110 is used to determine the game account participating in the game game and the battle object pre-configured in the game account in response to the initiation of the game game; wherein the game account includes: a friendly account and at least one enemy account;

[0179] The effect selection module 112 is used to enter the effect selection phase of the game, obtain the effect selection instruction, and determine the effect object of the own account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to increase the combat capability of the opponent of the own account in the combat phase, and the loss object is used to reduce the combat capability of the opponent of the enemy account in the combat phase;

[0180] The battle module 114 is used to enter the battle phase of the game, determine the target enemy account from the enemy accounts, control the battle object of the own account and the battle object of the target enemy account to fight, and obtain the battle settlement result; wherein the battle settlement result is determined based on the battle object of the own account, at least part of the effect object, and the battle object of the target enemy account;

[0181] The attribute value updating module 116 is used to update the character attribute values ​​of the friendly account and / or the target enemy account based on the battle settlement result;

[0182] The game settlement module 118 is used to control the end of the game game in response to the character attribute value of the game account in the game game meeting the preset conditions, and generate the game settlement result of the game game based on the character attribute value of the game account.

[0183] The settlement control device of the above-mentioned game, in response to the start of a game match, determines the game accounts participating in the game match, and the battle objects pre-configured in the game accounts; wherein the game accounts include: our account and at least one enemy account; enters the effect selection phase of the game match, obtains the effect selection instruction, and determines the effect object of our account based on the effect selection instruction; enters the battle phase of the game match, determines the target enemy account from the enemy accounts, controls the battle object of our account and the battle object of the target enemy account to fight, and obtains the battle settlement result; wherein the battle settlement result is determined based on the battle object of our account, at least part of the effect object, and the battle object of the target enemy account; updates the character attribute value of our account and / or the target enemy account based on the battle settlement result; in response to the character attribute value of the game account in the game match meeting the preset condition, controls the game match to end, and generates the game settlement result of the game match based on the character attribute value of the game account.

[0184] In the above method, players can select battle objects and effect objects to participate in the game. The battle results are affected by the battle objects and effect objects. Players can play games by selecting or combining battle objects and effect objects, which enriches the game methods. Players have more game strategies to choose from, shortening the game time, saving power consumption of terminal devices, and performance overhead of servers.

[0185] The above-mentioned device also includes an object selection module, which is used to: in response to an object selection instruction, select at least some of the training objects from the training objects of our account as the battle objects configured for our account; wherein the training objects have specified object attributes, and the specified object attributes are determined based on the training status of the training objects; the battle objects inherit or partially inherit the specified object attributes within the game game.

[0186] The object selection module is used to: determine that a game game includes multiple game battlefields, obtain an object selection instruction corresponding to each game battlefield, and select at least some of the cultivated objects from the cultivated objects in our account as combat objects corresponding to the game battlefield; wherein, during the battle stage of the game game, the combat objects enter the corresponding game battlefield to participate in the battle.

[0187] The object selection module is used to determine the number of battlefields included in the game based on the character level of our account.

[0188] The above-mentioned device also includes a first quantity determination module, which is used to determine the number of configurable combat objects in the game battlefield based on the character level of our account.

[0189] The above-mentioned device also includes a second quantity determination module, which is used to: determine the number of battle objects that can be configured by our account based on the character level of our account.

[0190] The above-mentioned device also includes a role determination module, which is used to: determine a specified number of enemy accounts from the game accounts to be matched in response to a role matching instruction; wherein the enemy accounts are pre-configured with battle objects; and determine our account and the enemy account as game accounts participating in the game.

[0191] The above-mentioned device also includes an alternative type determination module, which is used to: provide alternative effect types to the terminal device that controls our account; wherein the alternative effect type is used to: determine the type of effect object determined in the effect selection stage.

[0192] The above-mentioned device also includes a target type determination module, which is used to: determine a target effect type from alternative effect types in response to the start of a game match; wherein the target effect type is used to: determine the type of the effect object determined in the effect selection stage.

[0193] The above-mentioned effect selection module is used to: enter the effect selection stage of the game match, and provide alternative effect objects to the terminal device that controls our account; wherein the type of the alternative effect object belongs to a predetermined target effect type; respond to the effect selection instruction for the alternative effect object, and determine the selected alternative effect object as the effect object of our account.

[0194] The above-mentioned alternative effect object provided to the terminal device that controls our account only responds to the effect selection instruction generated by the terminal device that controls our account.

[0195] The above-mentioned effect selection module is used to: provide alternative effect objects to our account and at least one enemy account; respond to the first effect selection instruction generated by the terminal device that controls our account, and determine the selected first alternative effect object as the effect object of our account; send the information that the first alternative effect object has been selected to the terminal device that controls the enemy account; wherein the first alternative effect object does not respond to the second effect selection instruction generated by the terminal device that controls the enemy account.

[0196] The above-mentioned device also includes a second selection module, which is used to: respond to the second effect selection instruction generated by the terminal device that controls the enemy account, and determine the selected second alternative effect object as the effect object of the enemy account; send the information that the second alternative effect object has been selected to the terminal device that controls our account; wherein the second alternative effect object does not respond to the first effect selection instruction generated by the terminal device that controls our account.

[0197] The above-mentioned effect selection module is used to: provide alternative effect objects to our account and at least one enemy account; provide effect selection permissions to our account or the enemy account respectively in a preset order; in response to our account having effect selection permissions, provide the terminal device that controls our account with selection permissions for currently unselected alternative effect objects; in response to the first effect selection instruction generated by the terminal device that controls our account, determine the selected first alternative effect object as the effect object of our account.

[0198] The above-mentioned device also includes an order determination module, which is used to determine a preset order based on the role attribute values ​​of our account and at least one enemy account.

[0199] The above-mentioned effect selection module is used to: enter the effect selection stage of the game match, determine the round to which the effect selection stage belongs; determine that the type of the round does not belong to the specified round type, and provide alternative effect objects to the terminal device that controls the our account; wherein the alternative effect object only responds to the effect selection instruction generated by the terminal device that controls the our account; determine that the type of the round belongs to the specified round type, and execute the above steps.

[0200] In the historical rounds before the round belonging to the specified round type, there is at least one round that does not belong to the specified round type; or, when the specified game event has been triggered, the type of the round belongs to the specified round type.

[0201] The above-mentioned device also includes a scene entry module, which is used to: control the opponent of our account to enter the game scene; respond to the first control instruction for the effect object, and control at least part of the effect objects to enter the game scene; wherein the effect objects entering the game scene are used to increase the combat capability of the opponent.

[0202] The above-mentioned scene entry module is used to: determine that the game game includes multiple game battlefields, and provide multiple game battlefields in the game scene; wherein the game battlefields are preset with corresponding battle objects; and control the battle objects of our account to enter the corresponding game battlefields respectively.

[0203] The above-mentioned game game includes multiple game battlefields; the above-mentioned scene entry module is used to: respond to the first control instruction for the effect object, determine the target effect object from the effect objects of our account, and determine the target game battlefield from multiple game battlefields; control the target effect object to enter the target game battlefield.

[0204] The above-mentioned device also includes an object display module, which is used to: in response to the existence of an effect object with a specified association relationship in the same game battlefield, display the effect object with the specified association relationship in a specified display format on the terminal device that controls our account.

[0205] The above-mentioned device also includes: a battle entry module, which is used to receive the effect selection completion instruction generated by the terminal device that controls our account; in response to receiving the effect selection completion instruction corresponding to each game account in the game game, control the entry into the battle stage of the game game.

[0206] The combat module is used to: randomly determine a target enemy account from enemy accounts; or, based on the rounds in which our account and the enemy account enter the combat phase in the game, determine the target enemy account from enemy accounts.

[0207] The above-mentioned combat module is used for: in response to the first combat object of our account being attacked by the second combat object of the target enemy account, updating the object attribute value of the first combat object based on the specified object attribute of the first combat object, the effect attribute of the effect object and the specified object attribute of the second combat object.

[0208] The above-mentioned combat module is used to: determine the first attribute change value of the first combat object based on the specified object attribute of the first combat object and the specified object attribute of the second combat object; determine that the effect attribute of the effect object is to increase the defense capability, and generate the second attribute change value based on the first attribute change value; wherein the second attribute change value is less than the first attribute change value; and control the object attribute value of the first combat object to reduce the second attribute change value.

[0209] The above-mentioned combat module is used for: in response to the third combat object of our account attacking the fourth combat object of the target enemy account, updating the object attribute value of the fourth combat object based on the designated object attribute of the third combat object, the effect attribute of the effect object and the designated object attribute of the fourth combat object.

[0210] The above-mentioned combat module is used to: determine the third attribute change value of the fourth combat object based on the specified object attributes of the third combat object and the specified object attributes of the fourth combat object; determine that the effect attribute of the effect object is to increase the attack capability, and generate a fourth attribute change value based on the third attribute change value; wherein the fourth attribute change value is greater than the third attribute change value; and control the object attribute value of the fourth combat object to reduce the fourth attribute change value.

[0211] The above-mentioned battle module is used to: control the battle object of our account and the battle object of the target enemy account to fight; in response to the battle object of our account and / or the battle object of the target enemy account all entering the death state, determine the end of the battle and generate the battle settlement result.

[0212] When all the opponents of our account enter the death state, and at least one opponent of the target enemy account does not enter the death state, the battle settlement result includes the victory of the target enemy account; when at least one opponent of our account does not enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes the victory of our account; when all the opponents of our account enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes a draw for both parties.

[0213] The above-mentioned device also includes a screen magnification module, which is used to determine the current game battlefield where the battle is to be carried out according to the arrangement order of multiple game battlefields; on the terminal device corresponding to the game account, the scene screen containing the current game battlefield is magnified and displayed.

[0214] The above-mentioned device also includes a camera control module, which is used to determine the current battlefield where the next battle will be fought in response to the end of the battle in the current battlefield; control the virtual camera in the object scene to move, so as to enlarge and display the scene screen containing the current battlefield where the next battle will be fought on the terminal device corresponding to the game account.

[0215] The above-mentioned device also includes a screen reduction module, which is used to reduce the display scene screen on the terminal device corresponding to the game account in response to the end of the battle of the last game battlefield, so that the scene screen includes multiple game battlefields.

[0216] The above-mentioned battle module is used to: determine that the game game includes multiple game battlefields, and control the battle objects of our account and the battle objects of the target enemy account in the game battlefields to fight according to the arrangement order of the multiple game battlefields, and obtain the battle settlement result of the game battlefield; based on the battle settlement result of the game battlefield, determine the battle settlement result of the battle stage.

[0217] The above-mentioned battle module is used to: count the first number of times our account wins and the second number of times the target enemy account wins in the battle settlement results of the game battlefield; when the first number is greater than the second number, it is determined that our account wins in the battle stage; when the first number is less than the second number, it is determined that the target enemy account wins in the battle stage; when the first number is equal to the second number, it is determined that the two sides are tied in the battle stage.

[0218] The above-mentioned attribute value updating module is used for: when the game game includes multiple battle battlefields, and our account or the target enemy account wins in the battle stage, based on the round to which the battle stage belongs in the game game, the number of remaining battle characters in the battle battlefield where the target enemy account wins, and the number of battle battlefields in which our account loses, updating the character attribute value of our account; based on the round to which the battle stage belongs in the game game, the number of remaining battle characters in the battle battlefield where our account wins, and the number of battle battlefields in which the target enemy account loses, updating the character attribute value of the target enemy account.

[0219] The attribute value update module is used to determine whether the two sides are tied in the battle phase, and update the character attribute values ​​of our account and the target enemy account based on the round to which the battle phase belongs in the game.

[0220] The above-mentioned device also includes a character leaving module, which is used to: in response to the character attribute value of the first game account in the game being lower than or equal to a preset threshold, control the first game account to leave the game game; wherein the first game account is a friendly account or an enemy account; based on the order in which the first game account leaves the game game, determine the game settlement result of the first game account for the game game.

[0221] The character leaving module is used to: in response to the fact that only the last game account in the game has a character attribute value higher than a preset threshold, control the game to end, and determine that the game settlement result is that the last game account wins.

[0222] The above-mentioned device also includes a round update module, which is used to: in response to the character attribute value of the game account in the game game not meeting the preset conditions, continue to enter the effect selection stage and combat stage of the next round until the character attribute value of the game account in the game game meets the preset conditions.

[0223] The above-mentioned device also includes a substitute stage module, which is used to: in response to entering the object replacement stage of the game game, obtain an object replacement instruction, determine the first battle object among the battle objects of our account and the substitute battle object based on the object replacement instruction; replace the first battle object with the substitute battle object to control the substitute battle object to participate in the subsequent battle stage.

[0224] The above-mentioned substitute stage module is used for: in response to entering the object replacement stage of the game game, providing the remaining training objects to the terminal device that controls our account; wherein the remaining training objects include: training objects in our account that are not used as combat objects of our account; in response to the object replacement instruction, determining the substitute combat object from the remaining training objects.

[0225] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game settlement control method. The electronic device can be a server or a terminal device.

[0226] See also Fig.12 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the settlement control method of the above-mentioned game.

[0227] Further, Fig.12 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0228] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.12 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0229] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0230] The processor in the electronic device can implement the following operations in the game settlement control method by executing computer executable instructions:

[0231] A settlement control method for a game, in response to the start of a game match, determines a game account participating in the game match, and a battle object pre-configured by the game account; wherein the game account includes: a player's account and at least one enemy account; enters an effect selection phase of the game match, obtains an effect selection instruction, and determines the effect object of the player's account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to: increase the combat capability of the battle object of the player's account in the combat phase, and the loss object is used to: reduce the combat capability of the battle object of the enemy account in the combat phase; Entering the battle phase of the game match, determining the target enemy account from the enemy accounts, controlling the battle object of our account and the battle object of the target enemy account to fight, and obtaining a battle settlement result; wherein the battle settlement result is determined based on the battle object of our account, at least part of the effect object, and the battle object of the target enemy account; updating the character attribute values ​​of our account and / or the target enemy account based on the battle settlement result; in response to the character attribute values ​​of the game account in the game match meeting a preset condition, controlling the game match to end, and generating a game settlement result of the game match based on the character attribute values ​​of the game account.

[0232] In response to the object selection instruction, at least some of the training objects are selected from the training objects of our account as the battle objects configured for our account; wherein the training objects have specified object attributes, and the specified object attributes are determined based on the training status of the training objects; the battle objects inherit or partially inherit the specified object attributes within the game game.

[0233] Determine that the game game includes multiple game battlefields, obtain an object selection instruction corresponding to the game battlefield for each game battlefield, and select at least some of the cultivated objects from the cultivated objects in our account as combat objects corresponding to the game battlefield; wherein, during the battle stage of the game game, the combat objects enter the corresponding game battlefield to participate in the battle.

[0234] The number of battlefields included in the game is determined based on the character level of our account.

[0235] The number of opponents that can be configured in the game battlefield is determined based on the character level of our account.

[0236] The number of opponents that can be configured for your account is determined based on your account's character level.

[0237] In response to a role matching instruction, a specified number of enemy accounts are determined from the game accounts to be matched; wherein the enemy accounts are pre-configured with battle objects; and the friendly account and the enemy account are determined as game accounts participating in the game match.

[0238] Providing alternative effect types to the terminal device that controls our account; wherein the alternative effect types are used to: determine the type of effect object determined in the effect selection phase.

[0239] In response to the initiation of a game match, a target effect type is determined from candidate effect types; wherein the target effect type is used to determine the type of the effect object determined in the effect selection phase.

[0240] Entering the effect selection phase of the game, providing alternative effect objects to the terminal device that controls our account; wherein the type of the alternative effect objects belongs to a predetermined target effect type; responding to an effect selection instruction for the alternative effect objects, determining the selected alternative effect object as the effect object of our account.

[0241] The alternative effect object provided to the terminal device controlling my account only responds to the effect selection instruction generated by the terminal device controlling my account.

[0242] Provide alternative effect objects to our account and at least one enemy account; respond to a first effect selection instruction generated by a terminal device that controls our account, and determine the selected first alternative effect object as the effect object of our account; send information that the first alternative effect object has been selected to the terminal device that controls the enemy account; wherein the first alternative effect object does not respond to a second effect selection instruction generated by the terminal device that controls the enemy account.

[0243] In response to the second effect selection instruction generated by the terminal device that controls the enemy account, the selected second alternative effect object is determined as the effect object of the enemy account; the information that the second alternative effect object has been selected is sent to the terminal device that controls our account; wherein the second alternative effect object does not respond to the first effect selection instruction generated by the terminal device that controls our account.

[0244] Provide alternative effect objects to our account and at least one enemy account; provide effect selection authority to our account or the enemy account respectively in a preset order; in response to our account having effect selection authority, provide the terminal device controlling our account with selection authority for currently unselected alternative effect objects; in response to the first effect selection instruction generated by the terminal device controlling our account, determine the selected first alternative effect object as the effect object of our account.

[0245] The preset order is determined based on the character attribute values ​​of our account and at least one enemy account.

[0246] Enter the effect selection phase of the game match, determine the round to which the effect selection phase belongs; determine that the type of the round does not belong to the specified round type, and provide an alternative effect object to the terminal device that controls the own account; wherein the alternative effect object only responds to the effect selection instruction generated by the terminal device that controls the own account; determine that the type of the round belongs to the specified round type, and execute the above steps.

[0247] In the historical rounds before the round belonging to the specified round type, there is at least one round that does not belong to the specified round type; or, when the specified game event has been triggered, the type of the round belongs to the specified round type.

[0248] Control the opponent of our account to enter the game scene; respond to the first control instruction for the effect object, and control at least part of the effect object to enter the game scene; wherein the effect object entering the game scene is used to increase the combat capability of the opponent.

[0249] It is determined that a game game includes multiple game battlefields, and multiple game battlefields are provided in the game scene; wherein the game battlefields are preset with corresponding battle objects; and the battle objects that control our account enter the corresponding game battlefields respectively.

[0250] The game game includes multiple game battlefields; responding to a first control instruction for an effect object, determining a target effect object from the effect objects of our account, and determining the target game battlefield from multiple game battlefields; controlling the target effect object to enter the target game battlefield.

[0251] In response to the existence of effect objects with a specified association relationship in the same game battlefield, the effect objects with the specified association relationship are displayed in a specified display format on a terminal device that controls our account.

[0252] Receive the effect selection completion instruction generated by the terminal device that controls our account; respond to receiving the effect selection completion instruction corresponding to each game account in the game game, and control the entry into the battle stage of the game game.

[0253] The target enemy account is randomly determined from the enemy accounts; or, the target enemy account is determined from the enemy accounts based on the round in which the friendly account and the enemy account enter the combat phase in the game match.

[0254] In response to a first combat object of the friendly account being attacked by a second combat object of the target enemy account, an object attribute value of the first combat object is updated based on a designated object attribute of the first combat object, an effect attribute of the effect object, and a designated object attribute of the second combat object.

[0255] Based on the designated object attributes of the first combat object and the designated object attributes of the second combat object, a first attribute change value of the first combat object is determined; the effect attribute of the effect object is determined to be an increase in defense capability, and a second attribute change value is generated based on the first attribute change value; wherein the second attribute change value is less than the first attribute change value; and the object attribute value of the first combat object is controlled to reduce the second attribute change value.

[0256] In response to the third combat object of the friendly account attacking the fourth combat object of the target enemy account, the object attribute value of the fourth combat object is updated based on the specified object attribute of the third combat object, the effect attribute of the effect object and the specified object attribute of the fourth combat object.

[0257] Based on the designated object attributes of the third combat object and the designated object attributes of the fourth combat object, determine the third attribute change value of the fourth combat object; determine that the effect attribute of the effect object is to increase the attack capability, and generate a fourth attribute change value based on the third attribute change value; wherein the fourth attribute change value is greater than the third attribute change value; control the object attribute value of the fourth combat object to reduce the fourth attribute change value.

[0258] Control the battle object of our account and the battle object of the target enemy account to fight; in response to the battle object of our account and / or the battle object of the target enemy account all entering the death state, determine that the battle is over, and generate the battle settlement result.

[0259] When all the opponents of our account enter the death state, and at least one opponent of the target enemy account does not enter the death state, the battle settlement result includes the victory of the target enemy account; when at least one opponent of our account does not enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes the victory of our account; when all the opponents of our account enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes a draw for both parties.

[0260] According to the arrangement order of the multiple game battlefields, the current game battlefield where the battle will be carried out is determined; on the terminal device corresponding to the game account, the scene screen including the current game battlefield is enlarged and displayed.

[0261] In response to the end of the battle in the current game battlefield, determine the current game battlefield where the next battle will be fought; control the virtual camera in the object scene to move, so as to enlarge and display the scene screen containing the current game battlefield where the next battle will be fought on the terminal device corresponding to the game account.

[0262] In response to the end of the battle of the last game battlefield, on the terminal device corresponding to the game account, the scene screen is reduced and displayed so that the scene screen includes multiple game battlefields.

[0263] Determine that the game game includes multiple game battlefields, and control the battle objects of our account and the battle objects of the target enemy account in the game battlefields respectively to fight according to the arrangement order of the multiple game battlefields, and obtain the battle settlement results of the game battlefields; based on the battle settlement results of the game battlefields, determine the battle settlement results of the battle stage.

[0264] In the battle settlement results of the battlefield, the first number of our account's wins and the second number of the target enemy account's wins are counted; when the first number is greater than the second number, it is determined that our account wins the battle stage; when the first number is less than the second number, it is determined that the target enemy account wins the battle stage; when the first number is equal to the second number, it is determined that the two sides are tied in the battle stage.

[0265] When a game match includes multiple battlefields, and our account or the target enemy account wins during the battle phase, the character attribute value of our account is updated based on the round to which the battle phase belongs in the game match, the number of remaining combat characters in the battlefield where the target enemy account won, and the number of battlefields in which our account lost; the character attribute value of the target enemy account is updated based on the round to which the battle phase belongs in the game match, the number of remaining combat characters in the battlefield where our account won, and the number of battlefields in which the target enemy account lost.

[0266] Determine if the game is a draw during the battle phase, and update the character attribute values ​​of the player's account and the target enemy account based on the round the battle phase belongs to in the game.

[0267] In response to a character attribute value of a first game account in a game match being lower than or equal to a preset threshold, controlling the first game account to leave the game match; wherein the first game account is a friendly account or an enemy account; and determining a game settlement result of the first game account for the game match based on the order in which the first game account leaves the game match.

[0268] In response to the fact that only the last game account in the game has a character attribute value higher than a preset threshold, the game game is controlled to end, and the game settlement result is determined to be a victory for the last game account.

[0269] In response to the character attribute value of the game account in the game game not satisfying the preset condition, the effect selection phase and the combat phase of the next round are continued to proceed until the character attribute value of the game account in the game game satisfies the preset condition.

[0270] In response to entering the object replacement phase of the game, an object replacement instruction is obtained, and a first combat object and a substitute combat object among the combat objects of our account are determined based on the object replacement instruction; the first combat object is replaced with the substitute combat object to control the substitute combat object to participate in subsequent combat phases.

[0271] In response to entering the object replacement phase of the game, the remaining training objects are provided to the terminal device controlling the own account; wherein the remaining training objects include: the training objects of the own account that are not used as the combat objects of the own account; in response to the object replacement instruction, the substitute combat objects are determined from the remaining training objects.

[0272] In the above method, players can select battle objects and effect objects to participate in the game. The battle results are affected by the battle objects and effect objects. Players can play games by selecting or combining battle objects and effect objects, which enriches the game methods. Players have more game strategies to choose from, shortening the game time, saving power consumption of terminal devices, and performance overhead of servers.

[0273] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the settlement control method of the above-mentioned game.

[0274] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the settlement control method of the game by executing the computer executable instructions:

[0275] A settlement control method for a game, in response to the start of a game match, determines a game account participating in the game match, and a battle object pre-configured by the game account; wherein the game account includes: a player's account and at least one enemy account; enters an effect selection phase of the game match, obtains an effect selection instruction, and determines the effect object of the player's account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to: increase the combat capability of the battle object of the player's account in the combat phase, and the loss object is used to: reduce the combat capability of the battle object of the enemy account in the combat phase; Entering the battle phase of the game match, determining the target enemy account from the enemy accounts, controlling the battle object of our account and the battle object of the target enemy account to fight, and obtaining a battle settlement result; wherein the battle settlement result is determined based on the battle object of our account, at least part of the effect object, and the battle object of the target enemy account; updating the character attribute values ​​of our account and / or the target enemy account based on the battle settlement result; in response to the character attribute values ​​of the game account in the game match meeting a preset condition, controlling the game match to end, and generating a game settlement result of the game match based on the character attribute values ​​of the game account.

[0276] In response to the object selection instruction, at least some of the training objects are selected from the training objects of our account as the battle objects configured for our account; wherein the training objects have specified object attributes, and the specified object attributes are determined based on the training status of the training objects; the battle objects inherit or partially inherit the specified object attributes within the game game.

[0277] Determine that the game game includes multiple game battlefields, obtain an object selection instruction corresponding to the game battlefield for each game battlefield, and select at least some of the cultivated objects from the cultivated objects in our account as combat objects corresponding to the game battlefield; wherein, during the battle stage of the game game, the combat objects enter the corresponding game battlefield to participate in the battle.

[0278] The number of battlefields included in the game is determined based on the character level of our account.

[0279] The number of opponents that can be configured in the game battlefield is determined based on the character level of our account.

[0280] The number of opponents that can be configured for your account is determined based on your account's character level.

[0281] In response to a role matching instruction, a specified number of enemy accounts are determined from the game accounts to be matched; wherein the enemy accounts are pre-configured with battle objects; and the friendly account and the enemy account are determined as game accounts participating in the game match.

[0282] Providing alternative effect types to the terminal device that controls our account; wherein the alternative effect types are used to: determine the type of effect object determined in the effect selection phase.

[0283] In response to the initiation of a game match, a target effect type is determined from candidate effect types; wherein the target effect type is used to determine the type of the effect object determined in the effect selection phase.

[0284] Entering the effect selection phase of the game, providing alternative effect objects to the terminal device that controls our account; wherein the type of the alternative effect objects belongs to a predetermined target effect type; responding to an effect selection instruction for the alternative effect objects, determining the selected alternative effect object as the effect object of our account.

[0285] The alternative effect object provided to the terminal device controlling my account only responds to the effect selection instruction generated by the terminal device controlling my account.

[0286] Provide alternative effect objects to our account and at least one enemy account; respond to a first effect selection instruction generated by a terminal device that controls our account, and determine the selected first alternative effect object as the effect object of our account; send information that the first alternative effect object has been selected to the terminal device that controls the enemy account; wherein the first alternative effect object does not respond to a second effect selection instruction generated by the terminal device that controls the enemy account.

[0287] In response to the second effect selection instruction generated by the terminal device that controls the enemy account, the selected second alternative effect object is determined as the effect object of the enemy account; the information that the second alternative effect object has been selected is sent to the terminal device that controls our account; wherein the second alternative effect object does not respond to the first effect selection instruction generated by the terminal device that controls our account.

[0288] Provide alternative effect objects to our account and at least one enemy account; provide effect selection authority to our account or the enemy account respectively in a preset order; in response to our account having effect selection authority, provide the terminal device controlling our account with selection authority for currently unselected alternative effect objects; in response to the first effect selection instruction generated by the terminal device controlling our account, determine the selected first alternative effect object as the effect object of our account.

[0289] The preset order is determined based on the character attribute values ​​of our account and at least one enemy account.

[0290] Enter the effect selection phase of the game match, determine the round to which the effect selection phase belongs; determine that the type of the round does not belong to the specified round type, and provide an alternative effect object to the terminal device that controls the own account; wherein the alternative effect object only responds to the effect selection instruction generated by the terminal device that controls the own account; determine that the type of the round belongs to the specified round type, and execute the above steps.

[0291] In the historical rounds before the round belonging to the specified round type, there is at least one round that does not belong to the specified round type; or, when the specified game event has been triggered, the type of the round belongs to the specified round type.

[0292] Control the opponent of our account to enter the game scene; respond to the first control instruction for the effect object, and control at least part of the effect object to enter the game scene; wherein the effect object entering the game scene is used to increase the combat capability of the opponent.

[0293] It is determined that a game game includes multiple game battlefields, and multiple game battlefields are provided in the game scene; wherein the game battlefields are preset with corresponding battle objects; and the battle objects that control our account enter the corresponding game battlefields respectively.

[0294] The game game includes multiple game battlefields; responding to a first control instruction for an effect object, determining a target effect object from the effect objects of our account, and determining the target game battlefield from multiple game battlefields; controlling the target effect object to enter the target game battlefield.

[0295] In response to the existence of effect objects with a specified association relationship in the same game battlefield, the effect objects with the specified association relationship are displayed in a specified display format on a terminal device that controls our account.

[0296] Receive the effect selection completion instruction generated by the terminal device that controls our account; respond to receiving the effect selection completion instruction corresponding to each game account in the game game, and control the entry into the battle stage of the game game.

[0297] The target enemy account is randomly determined from the enemy accounts; or, the target enemy account is determined from the enemy accounts based on the round in which the friendly account and the enemy account enter the combat phase in the game match.

[0298] In response to a first combat object of the friendly account being attacked by a second combat object of the target enemy account, an object attribute value of the first combat object is updated based on a designated object attribute of the first combat object, an effect attribute of the effect object, and a designated object attribute of the second combat object.

[0299] Based on the designated object attributes of the first combat object and the designated object attributes of the second combat object, a first attribute change value of the first combat object is determined; the effect attribute of the effect object is determined to be an increase in defense capability, and a second attribute change value is generated based on the first attribute change value; wherein the second attribute change value is less than the first attribute change value; and the object attribute value of the first combat object is controlled to reduce the second attribute change value.

[0300] In response to the third combat object of the friendly account attacking the fourth combat object of the target enemy account, the object attribute value of the fourth combat object is updated based on the specified object attribute of the third combat object, the effect attribute of the effect object and the specified object attribute of the fourth combat object.

[0301] Based on the designated object attributes of the third combat object and the designated object attributes of the fourth combat object, determine the third attribute change value of the fourth combat object; determine that the effect attribute of the effect object is to increase the attack capability, and generate a fourth attribute change value based on the third attribute change value; wherein the fourth attribute change value is greater than the third attribute change value; control the object attribute value of the fourth combat object to reduce the fourth attribute change value.

[0302] Control the battle object of our account and the battle object of the target enemy account to fight; in response to the battle object of our account and / or the battle object of the target enemy account all entering the death state, determine that the battle is over, and generate the battle settlement result.

[0303] When all the opponents of our account enter the death state, and at least one opponent of the target enemy account does not enter the death state, the battle settlement result includes the victory of the target enemy account; when at least one opponent of our account does not enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes the victory of our account; when all the opponents of our account enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes a draw for both parties.

[0304] According to the arrangement order of the multiple game battlefields, the current game battlefield where the battle will be carried out is determined; on the terminal device corresponding to the game account, the scene screen including the current game battlefield is enlarged and displayed.

[0305] In response to the end of the battle in the current game battlefield, determine the current game battlefield where the next battle will be fought; control the virtual camera in the object scene to move, so as to enlarge and display the scene screen containing the current game battlefield where the next battle will be fought on the terminal device corresponding to the game account.

[0306] In response to the end of the battle of the last game battlefield, on the terminal device corresponding to the game account, the scene screen is reduced and displayed so that the scene screen includes multiple game battlefields.

[0307] Determine that the game game includes multiple game battlefields, and control the battle objects of our account and the battle objects of the target enemy account in the game battlefields respectively to fight according to the arrangement order of the multiple game battlefields, and obtain the battle settlement results of the game battlefields; based on the battle settlement results of the game battlefields, determine the battle settlement results of the battle stage.

[0308] In the battle settlement results of the battlefield, the first number of our account's wins and the second number of the target enemy account's wins are counted; when the first number is greater than the second number, it is determined that our account wins the battle stage; when the first number is less than the second number, it is determined that the target enemy account wins the battle stage; when the first number is equal to the second number, it is determined that the two sides are tied in the battle stage.

[0309] When a game match includes multiple battlefields, and our account or the target enemy account wins during the battle phase, the character attribute value of our account is updated based on the round to which the battle phase belongs in the game match, the number of remaining combat characters in the battlefield where the target enemy account won, and the number of battlefields in which our account lost; the character attribute value of the target enemy account is updated based on the round to which the battle phase belongs in the game match, the number of remaining combat characters in the battlefield where our account won, and the number of battlefields in which the target enemy account lost.

[0310] Determine if the game is a draw during the battle phase, and update the character attribute values ​​of the player's account and the target enemy account based on the round the battle phase belongs to in the game.

[0311] In response to a character attribute value of a first game account in a game match being lower than or equal to a preset threshold, controlling the first game account to leave the game match; wherein the first game account is a friendly account or an enemy account; and determining a game settlement result of the first game account for the game match based on the order in which the first game account leaves the game match.

[0312] In response to the fact that only the last game account in the game has a character attribute value higher than a preset threshold, the game game is controlled to end, and the game settlement result is determined to be a victory for the last game account.

[0313] In response to the character attribute value of the game account in the game game not satisfying the preset condition, the effect selection phase and the combat phase of the next round are continued to proceed until the character attribute value of the game account in the game game satisfies the preset condition.

[0314] In response to entering the object replacement phase of the game, an object replacement instruction is obtained, and a first combat object and a substitute combat object among the combat objects of our account are determined based on the object replacement instruction; the first combat object is replaced with the substitute combat object to control the substitute combat object to participate in subsequent combat phases.

[0315] In response to entering the object replacement phase of the game, the remaining training objects are provided to the terminal device controlling the own account; wherein the remaining training objects include: the training objects of the own account that are not used as the combat objects of the own account; in response to the object replacement instruction, the substitute combat objects are determined from the remaining training objects.

[0316] In the above method, players can select battle objects and effect objects to participate in the game. The battle results are affected by the battle objects and effect objects. Players can play games by selecting or combining battle objects and effect objects, which enriches the game methods. Players have more game strategies to choose from, shortening the game time, saving power consumption of terminal devices, and performance overhead of servers.

[0317] The game settlement control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0318] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0319] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0320] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0321] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0322] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A game settlement control method, characterized in that: The method comprises: In response to the initiation of a game match, determining a game account participating in the game match and a battle object pre-configured for the game account; wherein the game account includes: a friendly account and at least one enemy account; Entering the effect selection phase of the game match, obtaining an effect selection instruction, and determining the effect object of the own account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to increase the combat capability of the opponent of the own account in the combat phase, and the loss object is used to reduce the combat capability of the opponent of the enemy account in the combat phase; Entering the battle phase of the game, determining a target enemy account from the enemy accounts, controlling the battle object of the own account to fight with the battle object of the target enemy account, and obtaining a battle settlement result; wherein the battle settlement result is determined based on the battle object of the own account, at least part of the effect object, and the battle object of the target enemy account; Update the character attribute values ​​of the friendly account and / or the target enemy account based on the battle settlement result; In response to the character attribute value of the game account in the game game meeting a preset condition, the game game is controlled to end, and a game settlement result of the game game is generated based on the character attribute value of the game account.

2. The method according to claim 1, characterized in that In response to the initiation of a game match, before the step of determining a game account participating in the game match and a battle partner pre-configured for the game account, the method further includes: In response to the object selection instruction, selecting at least some of the cultivated objects from the cultivated objects of the own account as the battle objects configured by the own account; The training object has designated object attributes, and the designated object attributes are determined based on the training state of the training object; and the battle object inherits or partially inherits the designated object attributes in the game game.

3. The method according to claim 2, characterized in that In response to the object selection instruction, the step of selecting at least some of the training objects from the training objects of the own account as the battle objects configured for the own account includes: Determining that the game game includes multiple game battlefields, obtaining an object selection instruction corresponding to each game battlefield, and selecting at least some of the cultivated objects from the cultivated objects of the own account as the battle objects corresponding to the game battlefield; Among them, during the battle stage of the game, the opponent enters the corresponding game battlefield to participate in the battle.

4. The method according to claim 3, characterized in that The step of determining that the game game includes multiple game battlefields includes: Based on the character level of the own account, the number of battlefields included in the game match is determined.

5. The method according to claim 3, characterized in that: After determining that the game game includes a plurality of game battlefields, the method further includes: Based on the character level of the own account, the number of configurable combat objects in the game battlefield is determined.

6. The method according to claim 2, characterized in that Before the step of selecting at least some of the training objects from the training objects of the own account as the battle objects configured for the own account in response to the object selection instruction, the method further includes: Based on the character level of the personal account, the number of battle objects that can be configured by the personal account is determined.

7. The method according to claim 2, characterized in that: After the step of selecting at least some of the training objects from the training objects of the own account as the battle objects configured for the own account in response to the object selection instruction, the method further includes: In response to the character matching instruction, determining a specified number of enemy accounts from the game accounts to be matched; wherein the enemy accounts are pre-configured with battle objects; The friendly account and the enemy account are determined as game accounts participating in the game match.

8. The method according to claim 1, characterized in that In response to the initiation of a game match, before the step of determining a game account participating in the game match and a battle partner pre-configured for the game account, the method further includes: Providing alternative effect types to the terminal device that controls the my account; wherein the alternative effect types are used to: determine the type of the effect object determined in the effect selection stage.

9. The method according to claim 8, characterized in that The method further comprises: In response to the initiation of a game match, a target effect type is determined from the candidate effect types; wherein the target effect type is used to determine the type of the effect object determined in the effect selection phase.

10. The method according to claim 1, characterized in that Entering the effect selection phase of the game match, obtaining an effect selection instruction, and determining the effect object of the account based on the effect selection instruction, comprises: Entering the effect selection phase of the game match, providing candidate effect objects to the terminal device controlling the party's account; wherein the type of the candidate effect object belongs to a predetermined target effect type; In response to the effect selection instruction for the candidate effect object, the selected candidate effect object is determined as the effect object of the own account.

11. The method according to claim 10, characterized in that The alternative effect object provided to the terminal device controlling the my account only responds to the effect selection instruction generated by the terminal device controlling the my account.

12. The method according to claim 10, characterized in that The step of providing the alternative effect object to the terminal device controlling the account of the party includes: Providing alternative effect objects to the friendly account and the at least one enemy account; In response to a first effect selection instruction generated by a terminal device controlling the account of the user, the selected first candidate effect object is determined as the effect object of the account of the user; The information that the first candidate effect object has been selected is sent to the terminal device controlling the enemy account; wherein the first candidate effect object does not respond to the second effect selection instruction generated by the terminal device controlling the enemy account.

13. The method according to claim 12, characterized in that The method further comprises: In response to a second effect selection instruction generated by a terminal device controlling the enemy account, determining the selected second candidate effect object as the effect object of the enemy account; The information that the second candidate effect object has been selected is sent to the terminal device that controls the my account; wherein the second candidate effect object does not respond to the first effect selection instruction generated by the terminal device that controls the my account.

14. The method according to claim 10, characterized in that The step of providing the alternative effect object to the terminal device controlling the account of the party includes: Providing alternative effect objects to the friendly account and the at least one enemy account; According to a preset order, providing the effect selection authority to the friendly account or the enemy account respectively; In response to the fact that the account has the effect selection authority, providing the terminal device controlling the account with the selection authority of the candidate effect object that is not currently selected; In response to the first effect selection instruction generated by the terminal device controlling the my account, the selected first candidate effect object is determined as the effect object of the my account.

15. The method according to claim 14, characterized in that Before the step of providing effect selection authority to the friendly account or the enemy account respectively according to a preset order, the method further includes: determining the preset order based on the role attribute values ​​of the friendly account and the at least one enemy account.

16. The method according to claim 10, characterized in that Entering the effect selection phase of the game, the step of providing candidate effect objects to the terminal device controlling the user's account includes: Entering an effect selection phase of the game match, and determining the round to which the effect selection phase belongs; Determining that the type of the round does not belong to the specified round type, providing an alternative effect object to the terminal device controlling the my account; wherein the alternative effect object only responds to the effect selection instruction generated by the terminal device controlling the my account; Determine that the type of the round belongs to the specified round type, and execute the steps described in any one of claims 12 to 15.

17. The method according to claim 16, characterized in that Among the historical rounds before the round belonging to the specified round type, there is at least one round that does not belong to the specified round type; Alternatively, when a designated game event has been triggered, the type of the round belongs to the designated round type.

18. The method according to claim 10, characterized in that After the step of responding to the effect selection instruction for the candidate effect object and determining the selected candidate effect object as the effect object of the account of the user, the method further includes: Control the opponent of our account to enter the game scene; In response to a first control instruction for the effect object, at least part of the effect objects are controlled to enter the game scene; wherein the effect objects entering the game scene are used to increase the combat capability of the combat objects.

19. The method according to claim 18, characterized in that The steps of controlling the opponent of the account to enter the game scene include: Determining that the game game includes a plurality of game battlefields, and providing the plurality of game battlefields in a game scene; wherein the game battlefields are preset with corresponding battle objects; The opponents controlling the accounts of the party enter the corresponding battlefields of the game respectively.

20. The method according to claim 18, characterized in that The game game includes a plurality of game battlefields; the step of responding to the first control instruction for the effect object and controlling at least part of the effect object to enter the game scene includes: In response to a first control instruction for the effect object, determining a target effect object from the effect objects of the party account, and determining a target game battlefield from the multiple game battlefields; Control the target effect object to enter the target game battlefield.

21. The method according to claim 20, characterized in that The method further comprises: In response to the existence of an effect object with a specified association relationship in the same game battlefield, the effect object with the specified association relationship is displayed in a specified display format on a terminal device that controls our account.

22. The method according to claim 1, characterized in that After entering the effect selection phase of the game match, obtaining an effect selection instruction, and determining the effect object of the party's account based on the effect selection instruction, the method further includes: Receiving an effect selection completion instruction generated by a terminal device controlling the account of the party; In response to receiving an effect selection completion instruction corresponding to each of the game accounts in the game game, control enters a battle phase of the game game.

23. The method according to claim 1, characterized in that The step of determining a target enemy account from the enemy accounts comprises: randomly determining a target enemy account from the enemy accounts; Alternatively, based on the rounds in which the friendly account and the enemy account enter the battle phase in the game match, a target enemy account is determined from the enemy accounts.

24. The method according to claim 1, characterized in that The step of controlling the combat object of the user's account and the combat object of the target enemy account to fight includes: In response to the first combat object of the friendly account being attacked by the second combat object of the target enemy account, the object attribute value of the first combat object is updated based on the specified object attribute of the first combat object, the effect attribute of the effect object and the specified object attribute of the second combat object.

25. The method according to claim 24, characterized in that The step of updating the object attribute value of the first fighting object based on the designated object attribute of the first fighting object, the effect attribute of the effect object and the designated object attribute of the second fighting object comprises: Determining a first attribute change value of the first fighting object based on a designated object attribute of the first fighting object and a designated object attribute of the second fighting object; Determining that the effect attribute of the effect object is to increase defense capability, generating a second attribute change value based on the first attribute change value; wherein the second attribute change value is less than the first attribute change value; The object attribute value of the first fighting object is controlled to decrease the second attribute change value.

26. The method according to claim 1, characterized in that The step of controlling the combat object of the user's account and the combat object of the target enemy account to fight includes: In response to the third combat object of the friendly account attacking the fourth combat object of the target enemy account, the object attribute value of the fourth combat object is updated based on the specified object attribute of the third combat object, the effect attribute of the effect object and the specified object attribute of the fourth combat object.

27. The method according to claim 26, characterized in that The step of updating the object attribute value of the fourth fighting object based on the designated object attribute of the third fighting object, the effect attribute of the effect object and the designated object attribute of the fourth fighting object comprises: determining a third attribute change value of the fourth fighting object based on the designated object attribute of the third fighting object and the designated object attribute of the fourth fighting object; Determining that the effect attribute of the effect object is to increase attack capability, generating a fourth attribute change value based on the third attribute change value; wherein the fourth attribute change value is greater than the third attribute change value; The object attribute value of the fourth fighting object is controlled to decrease the fourth attribute change value.

28. The method according to claim 1, characterized in that The step of controlling the combat object of the own account and the combat object of the target enemy account to fight and obtaining the combat settlement result includes: Control the combat object of the said friendly account and the combat object of the said target enemy account to fight; In response to the battle objects of the own account and / or the battle objects of the target enemy account all entering a death state, it is determined that the battle is over and a battle settlement result is generated.

29. The method according to claim 28, characterized in that When all the opponents of the user account enter a dead state, and at least one opponent of the target enemy account does not enter a dead state, the battle settlement result includes that the target enemy account wins; When at least one of the combat objects of the user account has not entered the death state, and all the combat objects of the target enemy account have entered the death state, the battle settlement result includes the victory of the user account; When all the opponents of the friendly account enter the death state, and all the opponents of the target enemy account enter the death state, the battle settlement result includes a draw between the two parties.

30. The method according to claim 1, characterized in that The step of controlling the combat object of the own account and the combat object of the target enemy account to fight and obtaining the combat settlement result includes: Determining that the game game includes multiple game battlefields, and controlling the battle object of the friendly account and the battle object of the target enemy account in the game battlefields to fight according to the arrangement order of the multiple game battlefields, and obtaining the battle settlement result of the game battlefields; Based on the battle settlement result of the game battlefield, the battle settlement result of the battle phase is determined.

31. The method according to claim 30, characterized in that The step of determining the battle settlement result of the battle phase based on the battle settlement result of the game battlefield includes: Counting the first number of times the friendly account wins and the second number of times the target enemy account wins in the battle settlement results of the game battlefield; When the first number is greater than the second number, it is determined that the account of the party wins in the battle stage; When the first number is less than the second number, it is determined that the target enemy account wins in the battle phase; When the first number is equal to the second number, it is determined that the two parties are tied in the battle phase.

32. The method according to claim 30, characterized in that After determining that the game game includes a plurality of game battlefields, the method further includes: Determining a current battle battlefield where a battle will be conducted according to the arrangement order of the multiple battle battlefields; On the terminal device corresponding to the game account, a scene screen including the current game battlefield is enlarged and displayed.

33. The method according to claim 32, characterized in that After the step of enlarging and displaying the scene screen including the current game battlefield on the terminal device corresponding to the game account, the method further includes: In response to the battle of the current game battlefield ending, determining the current game battlefield where the next battle will be fought; The virtual camera in the object scene is controlled to move so as to enlarge and display the scene screen including the current game battlefield where the next battle is to be carried out on the terminal device corresponding to the game account.

34. The method according to claim 32, characterized in that The method further comprises: In response to the end of the battle of the last game battlefield, the scene screen is displayed in a reduced size on the terminal device corresponding to the game account so that the scene screen includes the multiple game battlefields.

35. The method according to claim 1, characterized in that The step of updating the character attribute values ​​of the friendly account and the target enemy account based on the battle settlement result includes: When the game game includes multiple battle fields, and the friendly account or the target enemy account wins in the battle stage, based on the round to which the battle stage belongs in the game game, the number of remaining battle characters in the battle field where the target enemy account wins, and the number of battle fields in the battle field where the friendly account loses, the character attribute value of the friendly account is updated; Based on the round to which the battle stage belongs in the game, the number of remaining combat characters in the battle battlefield where the friendly account wins, and the number of battle battlefields where the target enemy account loses, the character attribute value of the target enemy account is updated.

36. The method according to claim 1, characterized in that The step of updating the character attribute values ​​of the friendly account and the target enemy account based on the battle settlement result includes: It is determined that both parties are tied in the battle phase, and based on the round to which the battle phase belongs in the game game, character attribute values ​​of the friendly account and the target enemy account are updated.

37. The method according to claim 1, characterized in that In response to the character attribute value of the game account in the game game meeting a preset condition, before the step of controlling the game game to end and generating a game settlement result of the game game based on the character attribute value of the game account, the method further includes: In response to a character attribute value of a first game account in the game match being lower than or equal to a preset threshold, controlling the first game account to leave the game match; wherein the first game account is the friendly account or the enemy account; A game settlement result of the first game account for the game game is determined based on the order in which the first game account leaves the game game.

38. The method according to claim 1, characterized in that In response to the character attribute value of the game account in the game game meeting a preset condition, the game game is controlled to end, and the game settlement result of the game game is generated based on the character attribute value of the game account, comprising: In response to the fact that only the last game account in the game game has a character attribute value higher than a preset threshold, the game game is controlled to end, and the game settlement result is determined to be a victory for the last game account.

39. The method according to claim 1, characterized in that The method further comprises: In response to the character attribute value of the game account in the game game not satisfying the preset condition, continuing to enter the effect selection phase and the battle phase of the next round until the character attribute value of the game account in the game game satisfies the preset condition.

40. The method according to claim 1, characterized in that The method further comprises: In response to entering the object replacement phase of the game match, obtaining an object replacement instruction, and determining a first opponent and a substitute opponent among the opponent of the own account based on the object replacement instruction; The first combat object is replaced by the substitute combat object to control the substitute combat object to participate in subsequent combat phases.

41. The method according to claim 40, characterized in that In response to entering the object replacement phase of the game, obtaining an object replacement instruction, and determining a substitute battle object based on the object replacement instruction, comprises: In response to entering the object replacement phase of the game match, providing the remaining training objects to the terminal device controlling the own account; wherein the remaining training objects include: the training objects of the own account that are not used as the battle objects of the own account; In response to the object replacement instruction, a substitute opponent is determined from the remaining training objects.

42. A game settlement control device, characterized in that: The device comprises: A game initiation module, configured to determine, in response to the initiation of a game game, a game account participating in the game game and a battle object pre-configured for the game account; wherein the game account includes: a friendly account and at least one enemy account; An effect selection module, used to enter the effect selection phase of the game match, obtain an effect selection instruction, and determine the effect object of the own account based on the effect selection instruction; wherein the effect object includes a gain object and / or a loss object; the gain object is used to increase the combat capability of the opponent of the own account in the combat phase, and the loss object is used to reduce the combat capability of the opponent of the enemy account in the combat phase; A battle module, used for entering the battle phase of the game, determining a target enemy account from the enemy accounts, controlling the battle object of the own account to fight with the battle object of the target enemy account, and obtaining a battle settlement result; wherein the battle settlement result is determined based on the battle object of the own account, at least part of the effect object, and the battle object of the target enemy account; An attribute value updating module, used for updating the character attribute values ​​of the friendly account and / or the target enemy account based on the battle settlement result; The game settlement module is used to control the end of the game game in response to the character attribute value of the game account in the game game meeting a preset condition, and generate a game settlement result of the game game based on the character attribute value of the game account.

43. An electronic device, characterized in that: It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the settlement control method of the game described in any one of claims 1-41.

44. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the game settlement control method described in any one of claims 1-41.