Battle method, device and equipment in game and storage medium

By simulating multiple character arrangements through actual and parallel battles, the method enhances learning optimal deployments with fewer battles, addressing high trial-and-error costs in turn-based games.

CN120305685APending Publication Date: 2025-07-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510584811.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-07
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

In turn-based games, players need to fight multiple times to understand the advantages and disadvantages of different character lineups against the same enemy lineup, resulting in low-efficiency in character lineup deployment knowledge acquisition and high trial and error cost.

Method used

Through a single battle, players can engage in actual battles and parallel battles at the same time, displaying the results of multiple character lineups against the same enemy lineup, including the battle results of the target lineup and candidate lineup.

Benefits of technology

It improves the efficiency of players in obtaining character lineup deployment knowledge, reduces trial and error costs, and allows players to understand the performance of different lineups faster.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a fight method and device in a game, equipment and a storage medium, and the fight method comprises the steps: responding to the end of a game preparation stage, and determining a target role lineup and a candidate role lineup from a plurality of sets of role lineups deployed in the game preparation stage; in response to the starting of the game match, performing an actual battle according to the target role lineup and the enemy role lineup, and performing a parallel battle according to the candidate role lineup and the enemy role lineup of the copied version; and in response to the end of the game match, respectively displaying battle results of the actual battle and the parallel battle on the graphical user interface. Thus, a player can be supported to obtain different battle results of multiple sets of different role lineups when facing the same enemy role lineups only through one battle, the efficiency of acquiring related knowledge of role lineups deployment in a game by the player is improved, and the trial and error cost of role lineups deployment by the player is reduced.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and in particular, to a battle method, device, equipment, and storage medium in a game. Background Art

[0002] In existing turn-based games, players can deploy a set of character lineups for battles in the next turn during the preparation phase before each battle turn. Among them, since the battles in the battle turn are automatically carried out according to the above-mentioned character lineups deployed by the players in advance and the character lineups of the enemy players, the battle results mainly depend on the character combinations between different virtual characters in the character lineup and the specific character positions of each virtual character in the character lineup.

[0003] However, in existing turn-based games, since players can only pre-deploy a set of character lineups for each battle turn, if players want to understand the advantages and disadvantages of different character lineups when facing the same enemy character lineup, they need to conduct multiple game battles. And it is very difficult to ensure that the enemy players will not change the enemy character lineup during each battle, resulting in a low acquisition efficiency of the relevant knowledge of character lineup deployment in the game for players and a high trial-and-error cost for character lineup deployment. Summary of the Invention

[0004] In view of this, this application provides a battle method, device, equipment, and storage medium in a game, which can support players to obtain different battle results of multiple different character lineups when facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of the relevant knowledge of character lineup deployment in the game for players and reducing the trial-and-error cost of players for character lineup deployment.

[0005] To make the above objects, features, and advantages of this application more obvious and understandable, the following specifically gives preferred embodiments and cooperates with the attached drawings for detailed description as follows.

[0006] In a first aspect, an embodiment of this application provides a battle method in a game, and the battle method includes:

[0007] In response to the end of the game preparation phase, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation phase;

[0008] In response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup;

[0009] In response to the end of the game session, the battle results of the actual battle and the parallel battle are respectively displayed on the graphical user interface; wherein, the session result of the game session is settled according to the battle result of the actual battle.

[0010] In a second aspect, an embodiment of the present application provides a battle device in a game, and the battle device includes:

[0011] A lineup determination module, configured to determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation phase in response to the end of the game preparation phase;

[0012] A battle module, configured to conduct an actual battle according to the target character lineup and the enemy character lineup in response to the start of the game session, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup;

[0013] A display module, configured to respectively display the battle results of the actual battle and the parallel battle on the graphical user interface in response to the end of the game session; wherein, the session result of the game session is settled according to the battle result of the actual battle.

[0014] In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, and when the processor executes the computer program, the steps of the above-mentioned battle method in the game are implemented.

[0015] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the steps of the above-mentioned battle method in the game are executed.

[0016] The technical solution provided by the embodiment of the present application may include the following beneficial effects:

[0017] A battle method, device, equipment, and storage medium in a game provided by an embodiment of the present application, in response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage; in response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup; in response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively. In this way, the present application can support players to obtain different battle results of multiple sets of different character lineups when facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of players' knowledge related to character lineup deployment in the game and reducing the trial-and-error cost of players for character lineup deployment. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0019] Figure 1 The flowchart showing a battle method in a game provided by an embodiment of the present application;

[0020] Figure 2 The flowchart showing a method for deploying a character lineup provided by an embodiment of the present application;

[0021] Figure 3a The schematic diagram showing a plurality of virtual characters displayed on the graphical user interface provided by an embodiment of the present application;

[0022] Figure 3b The schematic diagram showing another plurality of virtual characters displayed on the graphical user interface provided by an embodiment of the present application;

[0023] Figure 4a The interactive schematic diagram showing an adjustment of the character standing positions of virtual characters on the graphical user interface provided by an embodiment of the present application;

[0024] Figure 4b The interactive schematic diagram showing an adjustment of the character standing positions of candidate virtual characters in the battle area provided by an embodiment of the present application;

[0025] Figure 4c The interactive schematic diagram showing an adjustment of the candidate virtual characters displayed in the battle area provided by an embodiment of the present application;

[0026] Figure 5 The figure shows a schematic flowchart of a method for determining a second character lineup corresponding to a second virtual control provided by an embodiment of the present application;

[0027] Figure 6 The figure shows a schematic diagram of an interface switch when switching a selected virtual control provided by an embodiment of the present application;

[0028] Figure 7 The figure shows a schematic diagram of displaying battle results corresponding to actual battles and parallel battles respectively on a graphical user interface provided by an embodiment of the present application;

[0029] Figure 8 The figure shows a schematic structural diagram of a battle device in a game provided by an embodiment of the present application;

[0030] Figure 9 It is a schematic structural diagram of an electronic device 900 provided by an embodiment of the present application. Detailed implementation manners

[0031] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that the accompanying drawings in the present application are only for the purposes of illustration and description, and are not used to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn to actual scale. The flowcharts used in the present application show operations implemented according to some embodiments of the present application. It should be understood that the operations in the flowchart may not be implemented in sequence, and steps without a logical context relationship may be reversed or implemented simultaneously. In addition, those skilled in the art may add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of the present application.

[0032] In addition, the described embodiments are only some embodiments of the present application, rather than all embodiments. The components of the embodiments of the present application described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application claimed, but merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts fall within the protection scope of the present application.

[0033] It should be noted that the term "including" will be used in the embodiments of the present application to indicate the existence of the features stated hereinafter, but does not exclude adding other features.

[0034] In existing turn-based games, since players can only pre-deploy one set of character lineups for each battle round, if players want to understand the advantages and disadvantages of different character lineups when facing the same enemy character lineup, they need to play multiple games. However, it is difficult to guarantee that the enemy player will not change the enemy character lineup in each battle, which leads to low efficiency in players' acquisition of relevant knowledge on character lineup deployment in the game and high trial and error cost for character lineup deployment.

[0035] Based on this, the embodiments of the present application provide a method, device, equipment and storage medium for fighting in a game, which can support players to obtain different fighting results of multiple sets of different character lineups when facing the same enemy character lineup through only one battle, which is conducive to improving the player's efficiency in acquiring relevant knowledge about the deployment of character lineups in the game and reducing the player's trial and error cost for the deployment of character lineups.

[0036] In one embodiment of the present application, a battle method in a game can be run on a terminal device or a server. Wherein, the terminal device can be a local terminal device. When the battle method in the game is run on a server, the battle method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0037] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game method 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 battle method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present 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 terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0038] In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to players may include various methods. For example, it may be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game screens, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0039] To facilitate the understanding of the embodiments of the present application, a battle method, device, equipment, and storage medium in a game provided by the embodiments of the present application will be introduced in detail below.

[0040] Refer to Figure 1 As shown Figure 1 FIG. shows a schematic flowchart of a battle method in a game provided by an embodiment of the present application. Among them, the battle method includes steps S101-S103; specifically:

[0041] S101, in response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage.

[0042] S102, in response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup.

[0043] S103, in response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively.

[0044] The above battle method in the game provided by the embodiments of the present application, in response to the end of the game preparation stage, determines a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage; in response to the start of the game round, conducts an actual battle according to the target character lineup and the enemy character lineup, and conducts a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup; in response to the end of the game round, displays the battle results of the actual battle and the parallel battle on the graphical user interface respectively. In this way, the present application can support players to obtain different battle results of multiple sets of different character lineups when facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of players' knowledge related to character lineup deployment in the game and reducing the trial-and-error cost of players' character lineup deployment.

[0045] The following provides an exemplary description of each step in the above-mentioned battle method in the game provided by the embodiments of the present application:

[0046] S101, in response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage.

[0047] Here, during the game preparation stage before the battle, the player can select multiple virtual characters from the virtual characters they hold as the game characters on the stage in a set of character lineups, and arrange the corresponding character positions for each game character on the stage, so as to complete the deployment of a set of character lineups (equivalent to a set of character lineups being determined based on multiple virtual characters and the corresponding character positions of each virtual character).

[0048] Specifically, the above-mentioned multiple sets of character lineups respectively represent different character lineups. Among them, considering the character combinations between different virtual characters (for example, some virtual characters will double the winning rate of the battle when paired together due to reasons such as attribute generation or skill adaptation; while some virtual characters will decrease the winning rate of the battle when paired together due to reasons such as attribute restraint or skill suppression), and the different character positions of the same virtual character will also affect the winning rate of the game round. Therefore, for any two sets of character lineups among the above-mentioned multiple sets of character lineups, these two sets of character lineups can be character lineups with different virtual characters included, or character lineups with the same virtual characters included but different corresponding character positions for the same virtual character. The specific definition method for the above different character lineups is not limited in any way by the embodiments of the present application.

[0049] It should be noted that when there are restrictions on the number of characters of the virtual characters participating in the battle in each game round in the game (for example, each game round restricts both sides of the battle to send 5 virtual characters to participate in the battle), the number of characters of the virtual characters included in each set of character lineups can be the same, where the specific number of characters of the virtual characters included in each set of character lineups can depend on the above-mentioned restrictions, and the embodiments of the present application do not make any limitations in this regard.

[0050] Here, during the game preparation stage, players can adjust the specific virtual characters participating in each set of character lineups and / or the specific character positions corresponding to each virtual character at any time. As the game preparation stage enters the countdown, the terminal device can, based on the specific selection operations of the player for the above-mentioned multiple sets of character lineups during the countdown stage, at the end moment of the game preparation stage (i.e., in response to the end of the game preparation stage), determine from the above-mentioned multiple sets of character lineups the target character lineup actually participating in the next game match and the candidate character lineup for providing the reference battle results when different character lineups (i.e., character lineups different from the target character lineup) face the same enemy character lineup (i.e., the enemy character lineup actually participating in the next game match). (Equivalent to the game match result still being settled according to the battle result of the above-mentioned target character lineup actually participating in the battle, and at the same time, the battle results of the candidate character lineup and the same enemy character lineup will also be shown to the player as reference information for learning).

[0051] S102, in response to the start of the game match, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup.

[0052] Here, combining the relevant description content of the target character lineup and the candidate character lineup in the above step S101, the same as the prior art (i.e., the existing turn-based games), during the game match, the terminal device, in response to the start of the game match, will still control the virtual characters in the target character lineup selected by the player to automatically conduct an actual battle with the virtual characters in the enemy character lineup (i.e., the character lineup deployed by the enemy player) according to their respective character positions (i.e., conduct an actual battle according to the target character lineup and the enemy character lineup).

[0053] Here, different from the prior art, since in addition to the above-mentioned target character lineup, the embodiments of the present application also support the player to deploy the above-mentioned candidate character lineup in advance during the game preparation stage, during the game match, the terminal device, in response to the start of the game match, will also control the virtual characters in the candidate character lineup selected by the player to automatically conduct a parallel battle with the virtual characters in the same enemy character lineup (i.e., the replicated version of the enemy character lineup) according to their respective character positions (i.e., the difference between the parallel battle and the actual battle is that the result of the parallel battle will not affect the settlement of the result of the game match itself), so that the player can obtain different battle results of multiple different character lineups facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of the player's knowledge about the character lineup deployment in the game and reducing the trial-and-error cost of the player for the character lineup deployment.

[0054] It should be noted that, whether it is an actual battle or a parallel battle, the virtual characters in our side's character lineup (i.e., the above-mentioned target character lineup and the above-mentioned candidate character lineup) can either conduct a 1V1 battle with the virtual characters of the enemy at the same position as the corresponding character in the enemy's character lineup, or cooperate with the virtual characters at other positions to conduct an overall battle with the enemy's character lineup as a unit. For the specific battle methods corresponding to the above-mentioned actual battle and the above-mentioned parallel battle, flexible adjustments can be made according to the actual battle requirements of the game, and the embodiments of this application do not make any limitations in this regard.

[0055] Specifically, when performing step S102, as an optional embodiment, the terminal device can display the real-time game screen of the above-mentioned actual battle on the graphical user interface and calculate the battle results corresponding to the above-mentioned actual battle and the above-mentioned parallel battle in real time; that is, it can only display the real-time game screen of the above-mentioned actual battle on the interactive side and not display the real-time game screen of the above-mentioned parallel battle, but at the underlying algorithm level, the specific battle results corresponding to the two battle methods will be calculated normally.

[0056] Specifically, when performing step S102, as another optional embodiment, the terminal device can also display the real-time game screens corresponding to the above-mentioned actual battle and the above-mentioned parallel battle on the graphical user interface and calculate the battle results corresponding to the above-mentioned actual battle and the above-mentioned parallel battle in real time; that is, compared with the above embodiment, the real-time game screen of the above-mentioned parallel battle can also be displayed equally on the interactive side.

[0057] It should be noted that when it is necessary to equally display the real-time game screens corresponding to the above-mentioned actual battle and the above-mentioned parallel battle on the interactive side, a split-screen display method can be adopted, dividing the first display area and the second display area on the graphical user interface, and displaying the real-time game screen corresponding to the above-mentioned actual battle in the first display area and the real-time game screen corresponding to the above-mentioned parallel battle in the second display area; in addition, a switching display control for switching the game screen can also be displayed on the graphical user interface, and the real-time game screen corresponding to the above-mentioned actual battle is displayed on the graphical user interface. If the player triggers the above-mentioned switching display control, the graphical user interface can be controlled to switch and display the real-time game screen corresponding to the above-mentioned parallel battle; based on this, the embodiments of this application do not make any limitations on the specific display methods of the real-time game screens of the above two battle methods on the graphical user interface.

[0058] S103, in response to the end of the game session, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively.

[0059] Here, in response to the end of the game session, the terminal device can equally display the corresponding battle results of the above actual battle and the above parallel battle on the graphical user interface, so that players can learn the advantages and disadvantages of different character lineups when facing the same enemy character lineup according to different battle results. For example, when facing the same enemy character lineup, if the battle result of the above actual battle is a defeat and the battle result of the above parallel battle is a victory, the player can intuitively determine that when facing the current enemy character lineup, adopting the candidate character lineup corresponding to the above parallel battle will have more battle advantages.

[0060] Specifically, whether it is the above actual battle or the above parallel battle, the battle results displayed on the graphical user interface can include the specific win-loss results of the battle (equivalent to only showing whether the player side wins or loses in the battle result), or can include other additional reference information (for example, taking the battle result of the actual battle as an example, the battle result can also include the number of virtual characters surviving in the above target character lineup after the actual battle ends, etc.). The present application embodiment does not make any limitation on the specific display style and specific display content of the above battle results on the graphical user interface.

[0061] It should be noted that although players can pre-deploy multiple sets of character lineups during the game preparation stage, after the game session ends, the session result of the game session is still settled according to the battle result of the above actual battle. For example, if the battle result of the above actual battle is a defeat, even if the battle result of the above parallel battle is a victory, the player will still not obtain the game rewards that can be obtained when winning the game session, so as to maintain the battle fairness of the game session in the game.

[0062] The following will separately elaborate in detail on the specific implementation processes of the above steps in the embodiments of the present application:

[0063] For the battle method shown in the above steps S101 - S103, before executing the above step S101, players can pre-deploy multiple sets of character lineups during the game preparation stage; among them, taking one set of character lineup as an example, in an optional implementation manner, Figure 2 shows a schematic flowchart of a method for deploying a character lineup provided by an embodiment of the present application. As Figure 2 shown, during the game preparation stage, the deployment method includes steps S201 - S203. Specifically:

[0064] S201, display a plurality of virtual characters and a plurality of virtual controls on the graphical user interface.

[0065] Here, each virtual control is used to correspond to a deployable character lineup. Among them, the character lineups that can be pre-deployed can include at least two sets of character lineups (that is, the target character lineup for actual battles and the candidate character lineup for parallel battles in the future). Therefore, at least two virtual controls can be displayed on the graphical user interface (equivalent to at least including a first virtual control and a second virtual control among the above-mentioned multiple virtual controls). The present application embodiment does not impose any limitation on the actual number of controls of the virtual controls displayed on the graphical user interface.

[0066] Specifically, as an alternative embodiment, a plurality of virtual characters can be directly displayed on the graphical user interface. Among them, the specific number of virtual characters can be determined according to the number of playable game characters corresponding to a set of character lineups (for example, if the game supports both players in a game match to select 5 virtual characters from their own held virtual characters for battle, then 5 virtual characters pre-selected by the player from their own held virtual characters can be displayed on the graphical user interface).

[0067] Exemplarily, Figure 3a shows a schematic diagram of displaying a plurality of virtual characters on the graphical user interface provided by an embodiment of the present application. As Figure 3a shown, taking a set of character lineups in the game including 5 virtual characters as an example, during the game preparation stage, the terminal device can display the above 5 virtual characters and 3 virtual controls (the first virtual control 301, the second virtual control 302, and the third virtual control 303) on the graphical user interface 300 according to the 5 virtual characters pre-selected by the player from the character pool (used to store the virtual characters held by the player in the game).

[0068] Specifically, as another alternative embodiment, the graphical user interface can further include: a battle area and a preparation area. Among them, the plurality of virtual characters include a plurality of candidate virtual characters displayed in the battle area and a plurality of substitute virtual characters displayed in the preparation area. At this time, each set of character lineups can be determined according to the above-mentioned plurality of candidate virtual characters and the character positions of the above-mentioned plurality of candidate virtual characters in the battle area (equivalent to the player can use the substitute virtual characters in the preparation area to replace the candidate virtual characters in the above-mentioned battle area, and finally each specific set of character lineups is determined according to the candidate virtual characters displayed in the battle area).

[0069] Exemplarily, Figure 3b shows another schematic diagram of displaying a plurality of virtual characters on the graphical user interface provided by an embodiment of the present application. As Figure 3bAs shown, still taking the example of a set of character lineups in a game containing 5 virtual characters, during the game preparation phase, the terminal device can, based on 5 candidate virtual characters and multiple substitute virtual characters preselected by the player from the character pool (used to store the virtual characters held by the player in the game), display the above 5 candidate virtual characters in the battle area 310 on the graphical user interface 300, and display the above multiple substitute virtual characters in the preparation area 320. In addition, similar to Figure 3a the same, there are also 3 virtual controls (the first virtual control 301, the second virtual control 302, and the third virtual control 303) displayed on the graphical user interface 300.

[0070] S202, when the first virtual control is in a selected state, in response to the layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface.

[0071] Here, when there is no distinction between the battle area and the preparation area on the graphical user interface, that is, when multiple virtual characters are directly displayed on the graphical user interface, when the first virtual control is in a selected state, the terminal device can, in response to the position adjustment operation for any two virtual characters, swap the character positions of the above two virtual characters on the graphical user interface; it is equivalent to the player being able to adjust the character positions of the virtual characters on the graphical user interface.

[0072] Exemplarily, on the basis of the Figure 3a graphical user interface shown, Figure 4a there is shown an interaction schematic diagram for adjusting the character positions of virtual characters on the graphical user interface provided by an embodiment of the present application. As Figure 4a shown, a set of character lineups consists of virtual characters distributed at 5 character positions. Among them, after the player selects the first virtual control 301, when the first virtual control is in a selected state, by adjusting the respective character positions corresponding to the 5 virtual characters, the first set of character lineups corresponding to the first virtual control can be obtained. As Figure 4a shown, the player can swap the character positions of the virtual character 410 and the virtual character 420 on the graphical user interface 300.

[0073] Here, when the graphical user interface is divided into a battle area and a preparation area, as an optional embodiment, the character positions of different candidate virtual characters can be adjusted in the battle area in the manner shown in the following step a1. Specifically:

[0074] Step a1: In response to the position adjustment operation for the first virtual character and the second virtual character, swap the character positions of the first virtual character and the second virtual character within the battle area respectively, and display the swapping result on the graphical user interface.

[0075] Here, the first virtual character and the second virtual character belong to multiple candidate virtual characters.

[0076] Exemplarily, based on Figure 3b the graphical user interface shown, Figure 4b an interaction schematic diagram for adjusting the character positions of candidate virtual characters in the battle area provided by an embodiment of the present application is shown. As Figure 4b shown, a set of character lineups consists of candidate virtual characters at 5 character positions distributed in the battle area 310. Among them, after the player selects the first virtual control 301, when the first virtual control is in the selected state, by adjusting the respective character positions of the first virtual character 401 and the second virtual character 402 in the battle area 310, the effect of adjusting the character positions of the same virtual characters (i.e., without changing the candidate virtual characters displayed in the battle area 310) in the first character lineup (i.e., the character lineup corresponding to the first virtual control) can be achieved.

[0077] Here, when the graphical user interface is divided into a battle area and a preparation area, as another alternative embodiment, the candidate virtual character in the battle area can be replaced with a substitute virtual character in the preparation area in the manner shown in step a2 below. Specifically:

[0078] Step a2: In response to the position adjustment operation for the candidate virtual character and the substitute virtual character, replace the candidate virtual character displayed in the battle area with the substitute virtual character, and place the replaced candidate virtual character at the target position in the preparation area.

[0079] Here, the target position represents the original character position of the substitute virtual character in the preparation area.

[0080] Exemplarily, based on Figure 3b the graphical user interface shown, Figure 4c an interaction schematic diagram for adjusting the candidate virtual characters displayed in the battle area provided by an embodiment of the present application is shown. As Figure 4c shown, a set of character lineups consists of candidate virtual characters at 5 character positions distributed in the battle area 310. Among them, after the player selects the first virtual control 301, when the first virtual control is in the selected state, from the preparation area 320, the substitute virtual character 403 can be used to replace the first virtual character 401 in the battle area 310, so as to achieve the effect of adjusting the playable characters included in the first character lineup (i.e., changing the candidate virtual characters displayed in the battle area 310).

[0081] S203. In response to a selection operation on the second virtual control, determine the first character formation corresponding to the first virtual control according to the current character positions of the multiple virtual characters on the graphical user interface.

[0082] Here, since each virtual control corresponds to a set of character formations, when the first virtual control is in a selected state, the player can complete the deployment of the first set of character formations (i.e., the character formation corresponding to the first virtual control) by adjusting the character positions of the virtual characters and / or adjusting the virtual characters displayed on the graphical user interface. At this time, the player can select the second virtual control from other virtual controls displayed on the graphical user interface, and then continue to deploy the second set of character formations corresponding to the second virtual control when the second virtual control is in a selected state.

[0083] It should be noted that when performing step S203, the terminal device's response to the selection operation on the second virtual control is also equivalent to the response to the selected virtual control being switched from the first virtual control to the second virtual control. Therefore, the terminal device can determine the first character formation corresponding to the first virtual control according to the current character positions of the multiple virtual characters on the graphical user interface (which is equivalent to the player indicating the end of the deployment of the first set of character formations corresponding to the current first virtual control while selecting other virtual controls); where the first character formation includes the multiple virtual characters and the current character positions of each virtual character on the graphical user interface.

[0084] In an alternative embodiment, Figure 5 shows a schematic flowchart of a method for determining the second character formation corresponding to the second virtual control provided by an embodiment of the present application. As Figure 5 shown, after performing step S203, the method includes steps S501 - S503. Specifically:

[0085] S501. In response to a selection operation on the second virtual control, display the multiple virtual characters on the graphical user interface according to the character positions of the multiple virtual characters in the first character formation.

[0086] Here, it should be noted that after the player selects the second virtual control, the terminal device will still keep the first character formation displayed on the graphical user interface unchanged, so that the player can adjust the previous first character formation by replacing the playable characters in the character formation (e.g., replacing the candidate virtual characters displayed in the battle area) and / or adjusting the character positions of the virtual characters in the character formation (e.g., replacing the character positions between different candidate virtual characters in the battle area) to obtain another different set of character formations as the second character formation corresponding to the second virtual control.

[0087] Exemplary description Figure 6 shows a schematic diagram of interface switching when switching a selected virtual control provided by an embodiment of the present application, as Figure 6 shown, in response to a selection operation for the second virtual control 302, when the selected virtual control is switched from the previous first virtual control 301 to the second virtual control 302, multiple virtual characters can be respectively displayed on the graphical user interface 300 according to the character positions of the multiple virtual characters in the first character formation (equivalent to when the selected virtual control changes, the display content on the graphical user interface does not change during the adjacent moments when the change occurs).

[0088] S502. In response to a layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface.

[0089] Here, for the specific implementation manner of step S502, reference may be made to the specific implementation manner of the foregoing step S202, and the repeated parts will not be elaborated herein.

[0090] S503. In response to a selection operation for other virtual controls, determine the second character formation corresponding to the second virtual control according to the current character positions of the multiple virtual characters on the graphical user interface.

[0091] Here, the above-mentioned other virtual controls refer to virtual controls other than the second virtual control among the multiple virtual controls, that is, the above-mentioned other virtual controls may also include the first virtual control, so that players can adjust the character formations corresponding to different virtual controls at any time by switching the selected virtual control during the game preparation stage.

[0092] Specifically, for the specific implementation manner of step S503, reference may be made to the specific implementation manner of the foregoing step S203, and the repeated parts will not be elaborated herein.

[0093] Based on the character formation deployment method shown in the above steps, for the specific implementation process of the above step S101, as an optional embodiment, the target character formation and the candidate character formation can be determined from multiple sets of character formations deployed during the game preparation stage in the manner shown in step b1 below. Specifically:

[0094] Step b1. In response to a first selection operation for the multiple sets of character formations, determine the selected character formation as the target character formation from the multiple sets of character formations, and determine the other unselected character formations as the candidate character formations.

[0095] In the embodiments of the present application, before the end of the countdown phase in the game preparation stage, the player can perform only one selection operation on the above-mentioned multiple sets of character lineups, so that the terminal device can determine the character lineup selected by the player as the target character lineup; that is, the player can only select from them the target character lineup that needs to actually fight against the enemy character lineup in the game. At this time, the terminal device can determine each of the other unselected character lineups as a candidate character lineup that needs to have a parallel fight against the replicated version of the enemy character lineup in the game.

[0096] Here, as another optional embodiment, the target character lineup and the candidate character lineup can also be determined from the multiple sets of character lineups deployed during the game preparation stage in the manner shown in the following steps c1 - c2. Specifically:

[0097] Step c1: In response to the first selection operation for the multiple sets of character lineups, determine the selected character lineup from the multiple sets of character lineups as the target character lineup.

[0098] In the embodiments of the present application, it is also possible to support the player to separately select the target character lineup and the candidate character lineup from multiple sets of character lineups; among them, the selection method for the target character lineup in step c1 is the same as that in the foregoing step b1, and the repeated parts will not be elaborated here.

[0099] Step c2: In response to the second selection operation for the multiple sets of other unselected character lineups, determine the selected other character lineups from the multiple sets of other character lineups as the candidate character lineups.

[0100] Here, after the player selects the target character lineup, considering that there may be multiple remaining character lineups, different from step b1, in step c2, it is also possible to support the player to continue to select the candidate character lineup from the multiple sets of other unselected character lineups remaining; among them, the player can select one or more other character lineups as the candidate character lineup, and the embodiments of the present application do not impose any restrictions on the number of candidate character lineups that the player can select.

[0101] Specifically, for the battle results corresponding to the actual battle and the parallel battle in the above step S103, taking the multiple sets of character lineups deployed during the game preparation stage as the first character lineup corresponding to the first virtual control 301, the second character lineup corresponding to the second virtual control 302, and the third character lineup corresponding to the third virtual control 303 as examples, Figure 7 A schematic diagram showing the battle results corresponding to the actual battle and the parallel battle provided by the embodiments of the present application on the graphical user interface is shown, as Figure 7As shown in the figure, the target character formation is the first character formation corresponding to the first virtual control 301, the candidate character formation A is the second character formation corresponding to the second virtual control 302, and the candidate character formation B is the third character formation corresponding to the third virtual control 303. At the end of the game round, the terminal device can display the battle result of the actual battle as "Win (remaining 1)" on the graphical user interface 300 (equivalent to winning the battle after actually battling according to the first character formation 701 and the enemy character formation 702, and there is 1 remaining virtual character 710 alive in the first character formation 701). It can display the parallel battle result corresponding to the candidate character formation A as "Lose (remaining 0)" on the graphical user interface 300 (equivalent to losing the battle after actually battling according to the second character formation and the enemy character formation 702, and there are no remaining alive virtual characters in the second character formation). It can display the parallel battle result corresponding to the candidate character formation B as "Win (remaining 3)" on the graphical user interface 300 (equivalent to winning the battle after actually battling according to the third character formation and the enemy character formation 702, and there are 3 remaining alive virtual characters in the third character formation).

[0102] Based on the battle method in the game provided by the embodiments of the present application, in response to the end of the game preparation stage, determine the target character formation and candidate character formations from multiple sets of character formations deployed during the game preparation stage; in response to the start of the game round, conduct an actual battle according to the target character formation and the enemy character formation, and conduct a parallel battle according to the candidate character formations and the replicated version of the enemy character formation; in response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively. In this way, the present application can support players to obtain different battle results of multiple different character formations when facing the same enemy character formation through only one battle, which is beneficial to improving the acquisition efficiency of players' knowledge related to character formation deployment in the game and reducing the trial-and-error cost of players for character formation deployment.

[0103] Based on the same inventive concept, the present application also provides a battle device corresponding to the above battle method in the game. Since the principle of solving problems by the battle device in the embodiments of the present application is similar to that of the above battle method in the game in the embodiments of the present application, the implementation of the battle device can refer to the implementation of the above battle method, and the repeated parts will not be elaborated.

[0104] Refer to Figure 8 As shown in the figure Figure 8 The structure diagram of a battle device in a game provided by the embodiments of the present application is shown, where the battle device includes:

[0105] A lineup determination module 801, configured to, in response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage;

[0106] A battle module 802, configured to, in response to the start of a game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup;

[0107] A display module 803, configured to, in response to the end of the game round, display the battle results of the actual battle and the parallel battle on a graphical user interface respectively; wherein, the game round result is settled according to the battle result of the actual battle.

[0108] In an alternative embodiment, the battle device further includes: a lineup deployment module, wherein, during the game preparation stage, the lineup deployment module is configured to:

[0109] Display a plurality of virtual characters and a plurality of virtual controls on a graphical user interface; wherein, the plurality of virtual controls at least includes a first virtual control and a second virtual control;

[0110] In the case where the first virtual control is in a selected state, in response to a layout adjustment operation for the plurality of virtual characters, adjust the character positions of the plurality of virtual characters on the graphical user interface;

[0111] In response to a selection operation for the second virtual control, determine a first character lineup corresponding to the first virtual control according to the current character positions of the plurality of virtual characters on the graphical user interface.

[0112] In an alternative embodiment, the lineup deployment module is further configured to:

[0113] In response to a selection operation for the second virtual control, display the plurality of virtual characters on the graphical user interface respectively according to the character positions of the plurality of virtual characters in the first character lineup;

[0114] In response to a layout adjustment operation for the plurality of virtual characters, adjust the character positions of the plurality of virtual characters on the graphical user interface;

[0115] In response to a selection operation for other virtual controls, determine a second character lineup corresponding to the second virtual control according to the current character positions of the plurality of virtual characters on the graphical user interface; wherein, the other virtual controls represent the virtual controls other than the second virtual control among the plurality of virtual controls.

[0116] In an alternative embodiment, the graphical user interface includes: a battle area and a preparation area; wherein, the multiple virtual characters include multiple candidate virtual characters displayed in the battle area and multiple substitute virtual characters displayed in the preparation area; the character lineup is determined according to the multiple candidate virtual characters and the character positions of the multiple candidate virtual characters in the battle area.

[0117] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the lineup deployment module is configured to:

[0118] In response to a position adjustment operation for a first virtual character and a second virtual character, swap the character positions of the first virtual character and the second virtual character in the battle area respectively, and display the swapping result on the graphical user interface; wherein, the first virtual character and the second virtual character belong to the multiple candidate virtual characters.

[0119] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the lineup deployment module is further configured to:

[0120] In response to a position adjustment operation for the candidate virtual character and the substitute virtual character, replace the candidate virtual character displayed in the battle area with the substitute virtual character, and place the replaced candidate virtual character at a target position in the preparation area; wherein, the target position represents the original character position of the substitute virtual character in the preparation area.

[0121] In an alternative embodiment, when determining a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation phase, the lineup determination module 801 is configured to:

[0122] In response to a first selection operation for the multiple sets of character lineups, determine the selected character lineup as the target character lineup from the multiple sets of character lineups, and determine the other unselected character lineups as the candidate character lineups.

[0123] In an alternative embodiment, when determining a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation phase, the lineup determination module 801 is configured to:

[0124] In response to a first selection operation for the multiple sets of character lineups, determine the selected character lineup as the target character lineup from the multiple sets of character lineups;

[0125] In response to a second selection operation for multiple other sets of character lineups that are not selected, determine the selected other character lineup as the candidate character lineup from the multiple other sets of character lineups.

[0126] In an alternative implementation, when actually fighting against the enemy character lineup according to the target character lineup and fighting in parallel against the replicated version of the enemy character lineup according to the candidate character lineup, the combat module 802 is configured to:

[0127] Display the real-time game screen of the actual combat on the graphical user interface and calculate the combat results corresponding to the actual combat and the parallel combat in real time.

[0128] In an alternative implementation, when actually fighting against the enemy character lineup according to the target character lineup and fighting in parallel against the replicated version of the enemy character lineup according to the candidate character lineup, the combat module 802 is configured to:

[0129] Display the real-time game screens corresponding to the actual combat and the parallel combat on the graphical user interface and calculate the combat results corresponding to the actual combat and the parallel combat in real time.

[0130] Based on the combat device in the game provided by the embodiments of the present application, in response to the end of the game preparation stage, determine the target character lineup and the candidate character lineup from multiple sets of character lineups deployed during the game preparation stage; in response to the start of the game session, actually fight against the enemy character lineup according to the target character lineup and fight in parallel against the replicated version of the enemy character lineup according to the candidate character lineup; in response to the end of the game session, display the combat results of the actual combat and the parallel combat on the graphical user interface respectively. In this way, the present application can support players to obtain different combat results of multiple different character lineups when facing the same enemy character lineup through only one combat, which is beneficial to improving the acquisition efficiency of players' knowledge related to character lineup deployment in the game and reducing the trial-and-error cost of players for character lineup deployment.

[0131] Based on the same inventive concept, the present application also provides an electronic device corresponding to the combat method in the above game. Since the principle of the electronic device in the embodiments of the present application for solving problems is similar to the combat method in the above game in the embodiments of the present application, the implementation of the electronic device can refer to the implementation of the above combat method, and the repeated parts will not be elaborated.

[0132] Figure 9Schematic diagram of the structure of an electronic device 900 provided by an embodiment of the present application, including: a processor 901, a memory 902, and a bus 903. The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs a battle method in a game as in the embodiment, the processor 901 communicates with the memory 902 through the bus 903, and the processor 901 executes the machine-readable instructions. Among them, when the processor 901 executes the machine-readable instructions, the following steps are implemented, specifically:

[0133] In response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage;

[0134] In response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup;

[0135] In response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively; among them, the game round result is settled according to the battle result of the actual battle.

[0136] In an alternative embodiment, during the game preparation stage, the processor 901 is further configured to:

[0137] Display a plurality of virtual characters and a plurality of virtual controls on the graphical user interface; among them, the plurality of virtual controls at least include a first virtual control and a second virtual control;

[0138] In the case where the first virtual control is in a selected state, in response to a layout adjustment operation for the plurality of virtual characters, adjust the character positions of the plurality of virtual characters on the graphical user interface;

[0139] In response to a selection operation for the second virtual control, determine the first character lineup corresponding to the first virtual control according to the current character positions of the plurality of virtual characters on the graphical user interface.

[0140] In an alternative embodiment, the processor 901 is further configured to:

[0141] In response to a selection operation for the second virtual control, display the plurality of virtual characters on the graphical user interface respectively according to the character positions of the plurality of virtual characters in the first character lineup;

[0142] In response to a layout adjustment operation for the plurality of virtual characters, adjust the character positions of the plurality of virtual characters on the graphical user interface;

[0143] In response to a selection operation for other virtual controls, determine the second character lineup corresponding to the second virtual control according to the current character positions of the multiple virtual characters on the graphical user interface; wherein, the other virtual controls refer to the virtual controls among the multiple virtual controls except the second virtual control.

[0144] In an alternative embodiment, the graphical user interface includes: a battle area and a preparation area; wherein, the multiple virtual characters include multiple candidate virtual characters displayed in the battle area and multiple substitute virtual characters displayed in the preparation area; the character lineup is determined according to the multiple candidate virtual characters and the character positions of the multiple candidate virtual characters within the battle area.

[0145] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the processor 901 is configured to:

[0146] In response to a position adjustment operation for the first virtual character and the second virtual character, swap the character positions of the first virtual character and the second virtual character within the battle area respectively, and display the swapping result on the graphical user interface; wherein, the first virtual character and the second virtual character belong to the multiple candidate virtual characters.

[0147] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the processor 901 is further configured to:

[0148] In response to a position adjustment operation for the candidate virtual character and the substitute virtual character, replace the candidate virtual character displayed within the battle area with the substitute virtual character, and place the replaced candidate virtual character at a target position in the preparation area; wherein, the target position represents the original character position of the substitute virtual character in the preparation area.

[0149] In an alternative embodiment, when determining a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage, the processor 901 is configured to:

[0150] In response to a first selection operation for the multiple sets of character lineups, determine the selected character lineup as the target character lineup from the multiple sets of character lineups, and determine the other unselected character lineups as the candidate character lineups.

[0151] In an alternative embodiment, when determining the target character lineup and the candidate character lineup among multiple sets of character lineups deployed during the game preparation phase, the processor 901 is configured to:

[0152] In response to a first selection operation for the multiple sets of character lineups, determine the selected character lineup as the target character lineup from the multiple sets of character lineups;

[0153] In response to a second selection operation for the multiple other unselected character lineups, determine the selected other character lineup as the candidate character lineup from the multiple other character lineups.

[0154] In an alternative embodiment, when actually fighting against the enemy character lineup according to the target character lineup and conducting a parallel battle according to the candidate character lineup against the replicated version of the enemy character lineup, the processor 901 is configured to:

[0155] Display the real-time game screen of the actual battle on the graphical user interface, and calculate the battle results corresponding to the actual battle and the parallel battle in real time.

[0156] In an alternative embodiment, when actually fighting against the enemy character lineup according to the target character lineup and conducting a parallel battle according to the candidate character lineup against the replicated version of the enemy character lineup, the processor 901 is configured to:

[0157] Display the real-time game screens corresponding to the actual battle and the parallel battle on the graphical user interface respectively, and calculate the battle results corresponding to the actual battle and the parallel battle in real time.

[0158] Through the above electronic device provided by the embodiments of the present application, in response to the end of the game preparation phase, determine the target character lineup and the candidate character lineup from multiple sets of character lineups deployed during the game preparation phase; in response to the start of the game round, conduct an actual battle according to the target character lineup against the enemy character lineup, and conduct a parallel battle according to the candidate character lineup against the replicated version of the enemy character lineup; in response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively. In this way, the present application can support players to obtain different battle results of multiple different character lineups when facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of players' knowledge related to character lineup deployment in the game and reducing the trial-and-error cost of players for character lineup deployment.

[0159] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:

[0160] In response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage;

[0161] In response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup;

[0162] In response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively; wherein, the game round result is settled according to the battle result of the actual battle.

[0163] In an optional implementation manner, during the game preparation stage, the processor is further configured to:

[0164] Display multiple virtual characters and multiple virtual controls on the graphical user interface; wherein, the multiple virtual controls at least include a first virtual control and a second virtual control;

[0165] In the case where the first virtual control is in a selected state, in response to a layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface;

[0166] In response to a selection operation for the second virtual control, determine a first character lineup corresponding to the first virtual control according to the current character positions of the multiple virtual characters on the graphical user interface.

[0167] In an optional implementation manner, the processor is further configured to:

[0168] In response to a selection operation for the second virtual control, display the multiple virtual characters on the graphical user interface respectively according to the character positions of the multiple virtual characters in the first character lineup;

[0169] In response to a layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface;

[0170] In response to a selection operation for other virtual controls, determine a second character formation corresponding to the second virtual control according to the current character positions of the multiple virtual characters on the graphical user interface; wherein, the other virtual controls represent the virtual controls among the multiple virtual controls other than the second virtual control.

[0171] In an alternative embodiment, the graphical user interface includes: a battle area and a preparation area; wherein, the multiple virtual characters include multiple candidate virtual characters displayed in the battle area and multiple substitute virtual characters displayed in the preparation area; the character formation is determined according to the multiple candidate virtual characters and the character positions of the multiple candidate virtual characters within the battle area.

[0172] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the processor is configured to:

[0173] In response to a position adjustment operation for a first virtual character and a second virtual character, swap the character positions of the first virtual character and the second virtual character within the battle area respectively, and display the swapping result on the graphical user interface; wherein, the first virtual character and the second virtual character belong to the multiple candidate virtual characters.

[0174] In an alternative embodiment, when, in response to a layout adjustment operation for the multiple virtual characters, adjusting the character positions of the multiple virtual characters on the graphical user interface, the processor is further configured to:

[0175] In response to a position adjustment operation for the candidate virtual character and the substitute virtual character, replace the candidate virtual character displayed within the battle area with the substitute virtual character, and place the replaced candidate virtual character at a target position in the preparation area; wherein, the target position represents the original character position of the substitute virtual character in the preparation area.

[0176] In an alternative embodiment, when determining a target character formation and a candidate character formation from multiple sets of character formations deployed during the game preparation stage, the processor is configured to:

[0177] In response to a first selection operation for the multiple sets of character formations, determine the selected character formation as the target character formation from the multiple sets of character formations, and determine the other unselected character formations as the candidate character formations.

[0178] In an alternative embodiment, when determining the target character lineup and the candidate character lineup among multiple sets of character lineups deployed during the game preparation phase, the processor is configured to:

[0179] In response to a first selection operation for the multiple sets of character lineups, determine the selected character lineup as the target character lineup from the multiple sets of character lineups;

[0180] In response to a second selection operation for the multiple sets of other unselected character lineups, determine the selected other character lineup as the candidate character lineup from the multiple sets of other character lineups.

[0181] In an alternative embodiment, when conducting an actual battle according to the target character lineup and the enemy character lineup, and conducting a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup, the processor is configured to:

[0182] Display the real-time game screen of the actual battle on the graphical user interface, and calculate the battle results corresponding to the actual battle and the parallel battle in real time.

[0183] In an alternative embodiment, when conducting an actual battle according to the target character lineup and the enemy character lineup, and conducting a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup, the processor is configured to:

[0184] Display the real-time game screens corresponding to the actual battle and the parallel battle on the graphical user interface, and calculate the battle results corresponding to the actual battle and the parallel battle in real time.

[0185] Through the above computer-readable storage medium provided by the embodiments of the present application, in response to the end of the game preparation phase, determine the target character lineup and the candidate character lineup from multiple sets of character lineups deployed during the game preparation phase; in response to the start of the game session, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and a replicated version of the enemy character lineup; in response to the end of the game session, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively. In this way, the present application can support players to obtain different battle results of multiple sets of different character lineups when facing the same enemy character lineup through only one battle, which is beneficial to improving the acquisition efficiency of players' knowledge related to character lineup deployment in the game and reducing the trial-and-error cost of players for character lineup deployment.

[0186] In the embodiments of the present application, when the computer-readable storage medium is run by a processor, it can also execute other machine-readable instructions to execute the battle method in the game as described in other parts of the embodiments. For the specific steps and principles of the executed battle method, refer to the description in the method-side embodiments and will not be elaborated here.

[0187] In the embodiments provided in the present application, it should be understood that the disclosed system and method can be implemented in other ways. The system embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the systems or units can be in electrical, mechanical or other forms.

[0188] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0189] In addition, each functional unit in the embodiments provided in the present application can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.

[0190] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or a part of this technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0191] It should be noted that like reference numerals and letters denote like items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and should not be construed as indicating or implying relative importance.

[0192] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed in the present application can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. All should be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A battle method in a game, characterized in that, The described battle method includes: In response to the end of the game preparation stage, determine a target character lineup and a candidate character lineup from multiple sets of character lineups deployed during the game preparation stage; In response to the start of the game round, conduct an actual battle according to the target character lineup and the enemy character lineup, and conduct a parallel battle according to the candidate character lineup and the replicated version of the enemy character lineup; In response to the end of the game round, display the battle results of the actual battle and the parallel battle on the graphical user interface respectively; wherein, the result of the game round is settled according to the battle result of the actual battle.

2. The battle method according to claim 1, characterized in that During the game preparation stage, the battle method further includes: Display multiple virtual characters and multiple virtual controls on the graphical user interface; wherein, the multiple virtual controls at least include a first virtual control and a second virtual control; When the first virtual control is in a selected state, in response to a layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface; In response to a selection operation for the second virtual control, determine the first character lineup corresponding to the first virtual control according to the current character positions of the multiple virtual characters on the graphical user interface; 3. The battle method according to claim 2, characterized in that, The battle method further includes: In response to a selection operation for the second virtual control, display the multiple virtual characters on the graphical user interface respectively according to the character positions of the multiple virtual characters in the first character lineup; In response to a layout adjustment operation for the multiple virtual characters, adjust the character positions of the multiple virtual characters on the graphical user interface; In response to a selection operation for other virtual controls, determine the second character lineup corresponding to the second virtual control according to the current character positions of the multiple virtual characters on the graphical user interface; wherein, the other virtual controls refer to the virtual controls other than the second virtual control among the multiple virtual controls.

4. The battle method according to claim 2, wherein The graphical user interface includes: a battle area and a preparation area; wherein, the multiple virtual characters include multiple candidate virtual characters displayed in the battle area and multiple substitute virtual characters displayed in the preparation area; the character lineup is determined according to the multiple candidate virtual characters and the character positions of the multiple candidate virtual characters in the battle area.

5. The battle method according to claim 4, characterized in that, The adjusting the character positions of the multiple virtual characters on the graphical user interface in response to a layout adjustment operation for the multiple virtual characters includes: In response to a position adjustment operation for a first virtual character and a second virtual character, swap the character positions of the first virtual character and the second virtual character in the battle area respectively, and display the swapping result on the graphical user interface; wherein, the first virtual character and the second virtual character belong to the multiple candidate virtual characters.

6. The battle method according to claim 4, characterized in that The adjusting the character positions of the multiple virtual characters on the graphical user interface in response to a layout adjustment operation for the multiple virtual characters further includes: In response to a position adjustment operation for the candidate virtual character and the substitute virtual character, replace the candidate virtual character displayed in the battle area with the substitute virtual character, and place the replaced candidate virtual character at a target position in the preparation area; wherein, the target position represents the original character position of the substitute virtual character in the preparation area.

7. The battle method according to claim 1, characterized in that Determining a target character formation and a candidate character formation from multiple sets of character formations deployed during the game preparation phase includes: In response to a first selection operation for the multiple sets of character formations, from the multiple sets of character formations, determine the selected character formation as the target character formation, and determine the other unselected character formations as the candidate character formations.

8. The battle method according to claim 1, wherein Determining a target character formation and a candidate character formation from multiple sets of character formations deployed during the game preparation phase further includes: In response to a first selection operation for the multiple sets of character formations, from the multiple sets of character formations, determine the selected character formation as the target character formation; In response to a second selection operation for the multiple sets of other unselected character formations, from the multiple sets of other character formations, determine the selected other character formation as the candidate character formation.

9. The battle method according to claim 1, wherein Conducting an actual battle according to the target character formation and the enemy character formation, and conducting a parallel battle according to the candidate character formation and the replicated version of the enemy character formation includes: Displaying the real-time game screen of the actual battle on the graphical user interface, and calculating the battle results corresponding to the actual battle and the parallel battle in real time.

10. The battle method according to claim 1, characterized in that, Conducting an actual battle according to the target character formation and the enemy character formation, and conducting a parallel battle according to the candidate character formation and the replicated version of the enemy character formation includes: Displaying the real-time game screens corresponding to the actual battle and the parallel battle on the graphical user interface, and calculating the battle results corresponding to the actual battle and the parallel battle in real time.

11. A battle device in a game, characterized in that, The battle device includes: A formation determination module for, in response to the end of the game preparation phase, determining a target character formation and a candidate character formation from multiple sets of character formations deployed during the game preparation phase; A battle module for, in response to the start of a game session, conducting an actual battle according to the target character formation and the enemy character formation, and conducting a parallel battle according to the candidate character formation and the replicated version of the enemy character formation; A display module for, in response to the end of the game session, displaying the battle results of the actual battle and the parallel battle on the graphical user interface respectively; wherein, the game session result is settled according to the battle result of the actual battle.

12. An electronic device, characterized in that, Including: A processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the battle method in the game according to any one of claims 1 to 10 are executed.

13. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, it executes the steps of the battle method in the game according to any one of claims 1 to 10.